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Planescape: Adventures in the Multiverse Review
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<blockquote data-quote="Distracted DM" data-source="post: 9165562" data-attributes="member: 6894926"><p>I'm surprised that it has such a glowing review, and I can't understand how the "12 factions" are considered player options when they provide no mechanics. </p><p></p><p>For me, it's better than 5e Spelljammer, which was an embarrassing unfinished release. But that's a really low bar to clear.</p><p></p><p>The setting book does a decent job of covering Sigil and the Outlands, but it doesn't cover... The planes?</p><p>Comparing it to the original 2e box set could be unfair, but man it's a pretty thin product. </p><p></p><p>The factions, why are there no benefits or detriments to joining them? Sigil is all about belief, previously joining factions had mechanics to them. </p><p>Ravnica had a system for climbing guild ranks. </p><p></p><p>Maybe it's because I've been looking at it on DnDBeyond where the font size is standard, but the content is really lacking for everything except descriptions of Sigil and Outlands locations. </p><p></p><p>The monster book isn't bad- again, it's better than Spelljammer where some of the monsters literally couldn't pull off their own combos. </p><p></p><p>The adventure is full of interesting encounters, but the story stringing them together doesn't really make sense. </p><p></p><p>Assuming this is for new GMs who don't have old Planescape products, you can run a game in Sigil and the Outlands- but good luck having help going anywhere else in the planes. </p><p></p><p>I'd give it a C+.</p></blockquote><p></p>
[QUOTE="Distracted DM, post: 9165562, member: 6894926"] I'm surprised that it has such a glowing review, and I can't understand how the "12 factions" are considered player options when they provide no mechanics. For me, it's better than 5e Spelljammer, which was an embarrassing unfinished release. But that's a really low bar to clear. The setting book does a decent job of covering Sigil and the Outlands, but it doesn't cover... The planes? Comparing it to the original 2e box set could be unfair, but man it's a pretty thin product. The factions, why are there no benefits or detriments to joining them? Sigil is all about belief, previously joining factions had mechanics to them. Ravnica had a system for climbing guild ranks. Maybe it's because I've been looking at it on DnDBeyond where the font size is standard, but the content is really lacking for everything except descriptions of Sigil and Outlands locations. The monster book isn't bad- again, it's better than Spelljammer where some of the monsters literally couldn't pull off their own combos. The adventure is full of interesting encounters, but the story stringing them together doesn't really make sense. Assuming this is for new GMs who don't have old Planescape products, you can run a game in Sigil and the Outlands- but good luck having help going anywhere else in the planes. I'd give it a C+. [/QUOTE]
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Planescape: Adventures in the Multiverse Review
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