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General Tabletop Discussion
*TTRPGs General
Planescape and narrativist play
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<blockquote data-quote="Quickleaf" data-source="post: 5663009" data-attributes="member: 20323"><p>[MENTION=2067]Kamikaze Midget[/MENTION] Dude, forcing people to be lawful good may or may not be lawful or good, but it definitely shifts alignment one step toward 'uncool' <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>About the outer planes as the embodiment of alignments, I really played with that idea in our games and felt the setting really held back in that department - I wished they would have flexed their design more in that area. But it was cool how each plane also had a 'theme' associated with it's alignment - e.g. Carceri wasn't just Neutral (Chaotic) Evil, it was the Prison Plane. In our old game I remember that 'theme' being just as important as the alignment.</p><p></p><p>[MENTION=42582]pemerton[/MENTION]</p><p>I like what you said about "questions to be settled, not answers to be discovered". Actually I felt in Planescape in particular these two things overlaped quite a bit. The PCs would question something that was left unexplained in the books, and then they'd disagree with each other, then disagree with some NPCs.... then theyd cut off some heads <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ....and then as a group we'd come up with the answer.</p><p></p><p>So, what about planescape struck you as having resolution be predetermined? Was it the AD&D era alignment system?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5663009, member: 20323"] [MENTION=2067]Kamikaze Midget[/MENTION] Dude, forcing people to be lawful good may or may not be lawful or good, but it definitely shifts alignment one step toward 'uncool' ;) About the outer planes as the embodiment of alignments, I really played with that idea in our games and felt the setting really held back in that department - I wished they would have flexed their design more in that area. But it was cool how each plane also had a 'theme' associated with it's alignment - e.g. Carceri wasn't just Neutral (Chaotic) Evil, it was the Prison Plane. In our old game I remember that 'theme' being just as important as the alignment. [MENTION=42582]pemerton[/MENTION] I like what you said about "questions to be settled, not answers to be discovered". Actually I felt in Planescape in particular these two things overlaped quite a bit. The PCs would question something that was left unexplained in the books, and then they'd disagree with each other, then disagree with some NPCs.... then theyd cut off some heads :) ....and then as a group we'd come up with the answer. So, what about planescape struck you as having resolution be predetermined? Was it the AD&D era alignment system? [/QUOTE]
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