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Planescape: Help me brainstorm factions [update: includes new factions]
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<blockquote data-quote="arscott" data-source="post: 6657322" data-attributes="member: 17969"><p>[Update: Based on help from here and elsewhere, I've come up with factions for my game, which are detailed in another post below]</p><p></p><p>Well, I'll probably be using 13th age for the system, actually. But I'm in love with the 4e cosmology, and it's take on gods, elemental lords, and other powers.</p><p></p><p>I like the simplicity of the world axis. I like the dawn war. I like the increased prominence of the fey. I like angels without mouths or legs. I especially like the hints in "the plane above" that the great wheel, or something much like it, was under construction but was shattered during the dawn war.</p><p></p><p>So, I'm looking for factions to populate my version of Sigil with. Like the world axis cosmology as a whole, I want to keep the most interesting stuff while re-mixing or replacing the things that aren't interesting or while interesting, don't make sense in this new context.</p><p></p><p>I want all of my factions to:</p><p>-Be philosophers with clubs. But not metaphysicians with clubs. Factions whose philosophies are tied in closely with explaining the nature of reality (Dustmen, Signers) won't serve to add much in my game, because I'm not really interested in the "universe literally shaped by belief" aspect of the setting, and those philosophies don't seem like they can do much to inspire game-appropriate action on the parts of the players. In contrast, the Harmonium, the Revolutionary League, and the Fated have philosophies that inspire actions on behalf of PCs or NPCs that will lead to an interesting game.</p><p></p><p>-Be connected to the major players of the planes. My biggest critique of the factions of 2e planescape is that they weren't very connected to the politics of the larger planar milieu. I want factions that involve themselves in the war between heaven and hell (or the cold war between the abyss and hell). I want the Sigil of my Planescape to be something like the setting of a cold-war spy movie, a proxy political battleground for spies of unclear allegiance, full of plots that don't understand until the end. And I want the factions to be tied closely into this.</p><p></p><p>-Have all the classic trappings of factions: An official name, a nickname, a factol, a headquarters, and a place in the civic administration of Sigil.</p><p></p><p>So what are your thoughts? Which factions work, with or without tweaks? Which don't, and what other factions might replace them?</p></blockquote><p></p>
[QUOTE="arscott, post: 6657322, member: 17969"] [Update: Based on help from here and elsewhere, I've come up with factions for my game, which are detailed in another post below] Well, I'll probably be using 13th age for the system, actually. But I'm in love with the 4e cosmology, and it's take on gods, elemental lords, and other powers. I like the simplicity of the world axis. I like the dawn war. I like the increased prominence of the fey. I like angels without mouths or legs. I especially like the hints in "the plane above" that the great wheel, or something much like it, was under construction but was shattered during the dawn war. So, I'm looking for factions to populate my version of Sigil with. Like the world axis cosmology as a whole, I want to keep the most interesting stuff while re-mixing or replacing the things that aren't interesting or while interesting, don't make sense in this new context. I want all of my factions to: -Be philosophers with clubs. But not metaphysicians with clubs. Factions whose philosophies are tied in closely with explaining the nature of reality (Dustmen, Signers) won't serve to add much in my game, because I'm not really interested in the "universe literally shaped by belief" aspect of the setting, and those philosophies don't seem like they can do much to inspire game-appropriate action on the parts of the players. In contrast, the Harmonium, the Revolutionary League, and the Fated have philosophies that inspire actions on behalf of PCs or NPCs that will lead to an interesting game. -Be connected to the major players of the planes. My biggest critique of the factions of 2e planescape is that they weren't very connected to the politics of the larger planar milieu. I want factions that involve themselves in the war between heaven and hell (or the cold war between the abyss and hell). I want the Sigil of my Planescape to be something like the setting of a cold-war spy movie, a proxy political battleground for spies of unclear allegiance, full of plots that don't understand until the end. And I want the factions to be tied closely into this. -Have all the classic trappings of factions: An official name, a nickname, a factol, a headquarters, and a place in the civic administration of Sigil. So what are your thoughts? Which factions work, with or without tweaks? Which don't, and what other factions might replace them? [/QUOTE]
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