Planescape Essential Elements - Your Opinion Wanted

TarionzCousin

Second Most Angelic Devil Ever
What elements are essential for a Planescape campaign?

For me, I would list the following, with a caveat that I might want to add something later:

1. Sigil - the pre-eminent cosmopolitan hub and neutral ground for all of the multiverse's diversity.
2. Factions - Philosophers with Clubs.
3. Outer Planar mayhem - quests, mysteries, unusual sites, etc.

What would you absolutely need in your Planescape campaign for it to feel like "Planescape"?

Alternately, what would you miss the most if it weren't part of the campaign?
 

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I personally don't think Sigil is all that essential. I think I could do a plenty good job doing a planescape campaign starting in Curst or the City of Glass or a dozen other places.

I think what is essential is interacting with elements of other-planar and/or afterlife elements of the planes, either in person (i.e., going there) or by proxy.

Sigil is convenient because it has some implicit protection from the more destructive forces of the outer planes while still allowing contact with it. But many classic PS adventures took PCs far afield from sigil and into the fire, so to speak.
 

The OP's got good answers. I'll try to tackle some things he didnt'.

The Lady of Pain for one. Even if she never figures prominently in any adventure it's the certainty that she's there, somewhere, unknowable, unquatifiable, which captures a particular mood that is undeniably Planescape.

Another big element of the setting is the importance of belief. Belief has power, and simply investing faith into an idea can make it real. This goes back to the factions and the role they play in the setting. They help quantify belief by structuring it in a manner that can affect the planes themselves.

Lastly I'd have to make mention of the cant. Just the way PCs and NPCs speak, whether they be celestial, infernal or elemental, helps convey the gritty, streewise, arrogant, seen-it-all attitude which seems to permeate the setting.
 

Personally I would think it would be the "tone" and so forth.

Some elements are good for bringing out Planescape themes.

Sigil is key –because- you can’t fight there. It’s pseudo-neutral-zone status allows discussion (including philosophical discussion); the importance-of-belief means that ideas and communication become important and make the debates, rumors and arguments floating around Sigil important.
Exampe: If an angle and a demon run into each other in another world it’s relatively difficult to explain why they wouldn’t fight (or rather the stronger wouldn’t attack the weaker). And if they were speaking then it would be tricky to let the characters know about it.
But in Sigil they have to fight using words.

I would be leery of a game that didn’t include Sigil for that reason. I think the ‘belief’ and roleplaying elements would largely take a back seat to “DnD with different monsters and a different back drop”.

Ultimately the attraction of PS to people is primarily the non-combat related resolutions and interactions that are available. IMHO.
 

Sigil, The Lady of Pain, Factions, keyed portals and the Cant. Without the first three it's just planar adventuring, the fourth is a very interesting twist on regular gates, and the last adds a lot of atmosphere and flavour, though I know many people absolutely hate it too.
 

The way I see it, Planescape is three things at heart:

1. The Great Wheel cosmology. Law & Chaos, Good and Evil made manifest, wandering the mists of the ethereal or the silvery void of the astral, the magnificently inhospitable inner planes. Planescape is what happens when the Great Wheel is made more than some flavorless descriptions in a 1e hardcover.

2. Sigil and the Lady of Pain. A city that exists as a paradox, a neutral zone in the middle of the multiverse , and everybody is more-or-less welcome (except deities), ruled by an enigmatic and seldom seen woman with nigh infinite power, although she uses that power rarely. Even if you don't go there often, it's in the background, just like a game set in the first century in a quasi-historic Europe might not go to Rome, but it's certainly a big part of the setting.

3. Factions and belief. The planes are places where belief creates reality. Get a lot of people who think the same thing, and reality starts to warp to their liking. Thus, all kinds of strange ideologies crop up, with people who adamantly believe them and it looks like they are right, even when the ideologies conflict. Big groups of true believers and their hangers on who are the political bodies of the planes, and PC's would do well to at least have some affiliation with one or another, both for political safety and to benefit from their collective beliefs.

Other things like the Blood War and planar races like bariaur and tieflings are big, but not absolutely essential.
 

I'm of the opinion that there a few things that largely help make Planescape work, in my mind, and are likely to feature in any PS game I run.

The factions are one aspect, and allow the D&D alignment model to show ways that two people with the same alignment can think VERY differently and largely disagree about most things. A LN Harmonium member probably thinks very differently than a LN Sodkiller, while a CG Sensate and a LN Sensate might prove to think quite similarly, with the comparatively minor exceptions forming the basic difference between their alignments. Without the kriegstanz and the faction-based classes, even if it's just in the background, there is not quite the same ability to show that belief really IS power.

Likewise, another aspect I think that one pretty much needs to have is some concept of planar politics. Not just between factions, but also between the various groups of outsiders, and how it can be that a LG Archon can occasionally work quite happily with a LE Devil (and vice versa...) when there is a benefit for doing so, like there might be if they are attempting to take down the same CE Demon. Most of the time, you won't see that going on much in a D&D campaign world; most people play up Good vs. Evil, and many leave Law vs. Chaos in the dust. PS blows that assumption flat out. There are fiends with holy weapons BECAUSE it makes sense for their 'allies' on the celestial side to give them those weapons so they can take out their common enemy, and if the fiends use them on members of their own 'race' it's fine and dandy as well.

I also like the idea that the "Prime Material" both matters quite a bit and very little at all on the Planes useful. The Prime Material matters quite a bit because the Primes are a source of innovation and house an incredible store of belief to be tapped; the Prime material matters hardly at all because a given Prime's influences are largely limited to small planets, while the Planars can have contacts and influences are spread across multiple infinite planes that even encompass the territory the Prime knows.

Psion: you may start in Curst, the City of Glass, or some other Planar city, but you also do so in the recognition of Sigil. The planar metropoli are important because of connections. Sigil is a city of connections, as it is essentially the center of 'neutral' territory, and home to innumerable portals known and unknown.

Things I don't find as important: the planes themselves (shock, shock!) and the level of magic/technology that's implied with the Planes currently. If I were to run a modified planescape, I would probably change things to take things off the Great Wheel. I would keep the Greet Wheel planes, and make them ones the PCs are likely to come across, but I might consider adding a large number of other 'smaller' planes to show the diversity of life you get when you and a bunch of other people can pick a favorite spot anywhere in the whole Multiverse to put up kip. Likewise, I am perfectly OK with updating planescape to the modern era, or dropping down the magic/tech level a bit.
 

The essential things I feel for Planescape are starting from the most significant are:

1) Belief is power it means a lot of things, philosophy is an important key element of this, so is other things like perception and understanding, which come out of this. This is what sets Planescape apart from just about any other campaign setting.

2) Sigil is in many ways the central setting of Planescape. Since it's an example of where a lot of things like belief and the rest of the planes come all together.

3) The Planes and all the associated weirdness with things out there. The surrealism and the unusual is the last element, but still an important one.
 

I'll add, the Prime Material worlds of 2e. Every campaign setting, and the fact that you could venture to them all.

One of the things that really made PS for me.
 

Graf said:
Ultimately the attraction of PS to people is primarily the non-combat related resolutions and interactions that are available. IMHO.
I hadn't realized it, but I believe this also. This may be a problem with the group I'm in, as they seem to love combat. But, we'll see.

I also agree with Ambrus (and others) about the necessity of Cant. It helps build the tone of the campaign as well.

...and I like politics, so there may very well be some of that element if the PC's get involved, either at a Faction level or as part of a plot involving Outsiders and their organizations.

Regarding some things that I think shouldn't be in a PS campaign:

* PC's conquering Sigil/destroying the Lady of Pain
* Killing all of the deities.
* "Ordinary" or "typical" D&D dungeons.
* Pokemon monsters. :p
 

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