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Planescape is confusing
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<blockquote data-quote="Orcusword" data-source="post: 7034504" data-attributes="member: 6873791"><p>Hello Alex,</p><p>I read your <em>barkle</em> and I just enroled to this website to provide you my DM experience on Planescape.</p><p></p><p>Planescape setting can be VERY dispersive, and I think most DMs just get nervous and unconfortable in handling it, and this usually gets to the Players. But the <em>dark</em> is not to really handle, but to understand it, imagine it and trasmit it to the players. Their PCs have the chance to walk across the Planes of Belief. EVERYTHING should be different from what the Players are used to in their original Prime Plane, the landscape, the people, the architecture, the tavern's furniture, and going further even the colors, the smells and the flavors, and PCs own really feelings should be affected by planewalking.</p><p>And <em>mark</em>, different does not (always) mean overexaggerated. In some case is just a matter of providing the PCs with some unnatural detail.</p><p></p><p>Planescape is not the setting where the PCs save the village from a band of orc raiders. Clearly, this COULD happen, but normally there is a darker plot behind, definitely more than one evil super villain looking for domination/control/whatever. And the PCs should be able to reveal it only through their own interpretation. </p><p>Planescape is THE adventuring setting through marvel and discovery, and on each adventure the PC should really get the feeling (or at least be suspicious) that they got involved in something obscure (which normally happens).</p><p> </p><p>And Sigil. Don't delay introducing the PCs to the cage. It is relly essential to provide the PCs a HUB across the planes, and more than this, a source for gathering information and their primary needs. But even more, Sigil allows YOU to occasionally (i would rather say systematically) drop some <em>chant</em> of the ongoing planar events through affiliated Factions/NPCs/<em>Greybeards</em>, events both related to their campaigns and not (remember to find <strong>In the Cage </strong>and <strong>Uncaged</strong>). And the Chant... I have not been able to include it, we were playing in a non-EN language and it was not really working well. A pity. But if you can, you will provide them with something unique (see for example at <a href="http://www.mimir.net/cant/cant2.html" target="_blank">http://www.mimir.net/cant/cant2.html</a>). Last, Sigil provides a lot of Source for Role play, such as...</p><p></p><p>Factions. Factions are really essentials. The squabble in the Great Wheel is more LAW-CHAOS oriented, and factions play an essential role in the adventures, or at least in the "right" way of closing them. Remember, the PCs are travelling in the Planes of Belief, and Belief should be(come) their (and your) primary basis for Role Play. It will be hard at the beginning, but it's normal, after all they are Clueless from a <em>sodding</em> Prime! Get them approached individually by factions members, trying to convert them. Once done, get them more and more involved with the Faction activities, maybe prepare really short assignement for them. I had in Faction War PCs fighting each against the other, and was memorable... for me and for them!</p><p></p><p>One last thing. I also made the mistake to start with adventures like <strong>Deva spark/Well of worlds/In the Abyss</strong>, etc and I still regret it.</p><p>You really should think about starting with the <strong><em>Great Modron March / Dead Gods </em></strong>Campaigns, which will take place through several months, of both Gameplay and real time. And, depending on the Modron March stage (location) and the PC levels, you can include the aforementioned adventures as Side events. </p><p></p><p>Good Luck, and keep us updated on how is going</p><p>Orcusword</p></blockquote><p></p>
[QUOTE="Orcusword, post: 7034504, member: 6873791"] Hello Alex, I read your [I]barkle[/I] and I just enroled to this website to provide you my DM experience on Planescape. Planescape setting can be VERY dispersive, and I think most DMs just get nervous and unconfortable in handling it, and this usually gets to the Players. But the [I]dark[/I] is not to really handle, but to understand it, imagine it and trasmit it to the players. Their PCs have the chance to walk across the Planes of Belief. EVERYTHING should be different from what the Players are used to in their original Prime Plane, the landscape, the people, the architecture, the tavern's furniture, and going further even the colors, the smells and the flavors, and PCs own really feelings should be affected by planewalking. And [I]mark[/I], different does not (always) mean overexaggerated. In some case is just a matter of providing the PCs with some unnatural detail. Planescape is not the setting where the PCs save the village from a band of orc raiders. Clearly, this COULD happen, but normally there is a darker plot behind, definitely more than one evil super villain looking for domination/control/whatever. And the PCs should be able to reveal it only through their own interpretation. Planescape is THE adventuring setting through marvel and discovery, and on each adventure the PC should really get the feeling (or at least be suspicious) that they got involved in something obscure (which normally happens). And Sigil. Don't delay introducing the PCs to the cage. It is relly essential to provide the PCs a HUB across the planes, and more than this, a source for gathering information and their primary needs. But even more, Sigil allows YOU to occasionally (i would rather say systematically) drop some [I]chant[/I] of the ongoing planar events through affiliated Factions/NPCs/[I]Greybeards[/I], events both related to their campaigns and not (remember to find [B]In the Cage [/B]and [B]Uncaged[/B]). And the Chant... I have not been able to include it, we were playing in a non-EN language and it was not really working well. A pity. But if you can, you will provide them with something unique (see for example at [URL]http://www.mimir.net/cant/cant2.html[/URL]). Last, Sigil provides a lot of Source for Role play, such as... Factions. Factions are really essentials. The squabble in the Great Wheel is more LAW-CHAOS oriented, and factions play an essential role in the adventures, or at least in the "right" way of closing them. Remember, the PCs are travelling in the Planes of Belief, and Belief should be(come) their (and your) primary basis for Role Play. It will be hard at the beginning, but it's normal, after all they are Clueless from a [I]sodding[/I] Prime! Get them approached individually by factions members, trying to convert them. Once done, get them more and more involved with the Faction activities, maybe prepare really short assignement for them. I had in Faction War PCs fighting each against the other, and was memorable... for me and for them! One last thing. I also made the mistake to start with adventures like [B]Deva spark/Well of worlds/In the Abyss[/B], etc and I still regret it. You really should think about starting with the [B][I]Great Modron March / Dead Gods [/I][/B]Campaigns, which will take place through several months, of both Gameplay and real time. And, depending on the Modron March stage (location) and the PC levels, you can include the aforementioned adventures as Side events. Good Luck, and keep us updated on how is going Orcusword [/QUOTE]
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