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Planescape Pre-order Page Shows Off The Books!
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<blockquote data-quote="Henadic Theologian" data-source="post: 9075616" data-attributes="member: 7030526"><p>Look at the Sigil map, I noticed the old HQs for factions were in bolded red, but the names of everything else is in blue letters. That suggests the only factions are back, except we know there are only 12, not 13 now and that there are "12 new ascended factions" which includes the Fixers.</p><p></p><p>I think some old factions could have been absorbed into new ones.</p><p></p><p>Anyways I hope they do a better job with factions then original Planescape did, because alot of them just ducked, with only a few like Society of Sensation both cool and useful. I already like the Fixes better then most of the old factions.</p><p></p><p>You compare the factions of Sigil to the Guilds of Ravnica and you quickly find the Guilds are usually cooler, better thought out, and serve proper functions that are logic extensions of their philosophies. Same with the 5 factions promoted for early 5e Forgotten Realms.</p><p></p><p>Like philosophical why are the Fated tax collectors? The Fraternity of Order should be a school or something, courts make no sense for a faction whose purpose is to know everything and knowledge is power, if you believe knowledge is power, your better off joining the Senates, 3 or 4 of the factions are just slight flavour variants of anarchist/libertarians and useless, two are shades of lawful bullies with broader meaningful goals. I find most of the factions shallow and uninteresting and weirdly out of touch with what's going on in the cosmos. I could continue.</p><p></p><p>You compare that is the little we know of the Fixes, they have a clear philosophy, with room for interruptations, and subfactions, clear goal and obvious ways to use them in play during games and stories, and they actually matter to what is going on in the rest of the D&D Multiverse, where alot of factions just seem revelavent.</p><p></p><p>Planescape was my second favourite setting as a kid, I don't remember it being so shity as a kid, or at least the factions.</p><p></p><p> The factions should have cosmic implications across all the planes, they should matter to all of them, but in practice they don't really matter outside of Sigil.</p></blockquote><p></p>
[QUOTE="Henadic Theologian, post: 9075616, member: 7030526"] Look at the Sigil map, I noticed the old HQs for factions were in bolded red, but the names of everything else is in blue letters. That suggests the only factions are back, except we know there are only 12, not 13 now and that there are "12 new ascended factions" which includes the Fixers. I think some old factions could have been absorbed into new ones. Anyways I hope they do a better job with factions then original Planescape did, because alot of them just ducked, with only a few like Society of Sensation both cool and useful. I already like the Fixes better then most of the old factions. You compare the factions of Sigil to the Guilds of Ravnica and you quickly find the Guilds are usually cooler, better thought out, and serve proper functions that are logic extensions of their philosophies. Same with the 5 factions promoted for early 5e Forgotten Realms. Like philosophical why are the Fated tax collectors? The Fraternity of Order should be a school or something, courts make no sense for a faction whose purpose is to know everything and knowledge is power, if you believe knowledge is power, your better off joining the Senates, 3 or 4 of the factions are just slight flavour variants of anarchist/libertarians and useless, two are shades of lawful bullies with broader meaningful goals. I find most of the factions shallow and uninteresting and weirdly out of touch with what's going on in the cosmos. I could continue. You compare that is the little we know of the Fixes, they have a clear philosophy, with room for interruptations, and subfactions, clear goal and obvious ways to use them in play during games and stories, and they actually matter to what is going on in the rest of the D&D Multiverse, where alot of factions just seem revelavent. Planescape was my second favourite setting as a kid, I don't remember it being so shity as a kid, or at least the factions. The factions should have cosmic implications across all the planes, they should matter to all of them, but in practice they don't really matter outside of Sigil. [/QUOTE]
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