Charles Rampant
Explorer
[Note to mods: sorry if this is in the wrong place, I wasn't entirely certain to be honest of where to stick it!]
Hey all,
So the basic idea in this post is "do people run Planescape but ignore the factional stuff?"
I have always loved Planescape, since I came into contact with it in Torment. I only once got to play in it, as part of playtesting for an adventure set in the Hive district for 3rd edition, as I missed out on campaigns being run of it. But I collected a bunch of stuff for it, including enough AD&D books to equip a group of time-travelling gamers. Naturally I then did nothing with all of this stuff, but whatever. I am now writing up a setting for my upcoming D&D 5e game, and found myself adding a city (linked to Baator, through the Tiefling connection) with multiple planar portals and hooks to make venturing through them an interesting option. Planescape by the back door!
However, I have come to realise that - much like my earlier obsession with Mage: the Ascension - my younger self was labouring under the pretence that I actually have a brain designed to handle all of this abstract BIG IDEAS stuff that Planescape seems to run off. Certainly the well-written Planescape 5e notes prepared by someone on here (Jacob?) focuses heavily on elements that I would be very poor at:, such as complex and philosophical ideas. I kind of just love Sigil and the idea of trying to survive jaunts into Hell itself, y'know? The combination of the most extreme environments in the genre, along with neutral ground allowing interaction of all these wonderful races and peoples.
So I guess that this massive tract is all about asking whether other people ran/run Planescape without the heavily philosophical overtones, whether you thought that the setting lost its raison d'être in the process, and indeed what kinds of things you did with it. Help a poor literal-minded gamer out!
Hey all,
So the basic idea in this post is "do people run Planescape but ignore the factional stuff?"
I have always loved Planescape, since I came into contact with it in Torment. I only once got to play in it, as part of playtesting for an adventure set in the Hive district for 3rd edition, as I missed out on campaigns being run of it. But I collected a bunch of stuff for it, including enough AD&D books to equip a group of time-travelling gamers. Naturally I then did nothing with all of this stuff, but whatever. I am now writing up a setting for my upcoming D&D 5e game, and found myself adding a city (linked to Baator, through the Tiefling connection) with multiple planar portals and hooks to make venturing through them an interesting option. Planescape by the back door!
However, I have come to realise that - much like my earlier obsession with Mage: the Ascension - my younger self was labouring under the pretence that I actually have a brain designed to handle all of this abstract BIG IDEAS stuff that Planescape seems to run off. Certainly the well-written Planescape 5e notes prepared by someone on here (Jacob?) focuses heavily on elements that I would be very poor at:, such as complex and philosophical ideas. I kind of just love Sigil and the idea of trying to survive jaunts into Hell itself, y'know? The combination of the most extreme environments in the genre, along with neutral ground allowing interaction of all these wonderful races and peoples.
So I guess that this massive tract is all about asking whether other people ran/run Planescape without the heavily philosophical overtones, whether you thought that the setting lost its raison d'être in the process, and indeed what kinds of things you did with it. Help a poor literal-minded gamer out!