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Planescape Essential Elements - Your Opinion Wanted
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<blockquote data-quote="wingsandsword" data-source="post: 3284850" data-attributes="member: 14159"><p>The way I see it, Planescape is three things at heart:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Other things like the Blood War and planar races like bariaur and tieflings are big, but not absolutely essential.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 3284850, member: 14159"] 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. [/QUOTE]
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