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Planescape to languish in purgatory?
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<blockquote data-quote="Weird Dave" data-source="post: 8130195" data-attributes="member: 6749823"><p>It's hard to see Planescape coming back as a "setting" in the 2e definition. As someone who has been publishing planar content on the DMsGuild for a few years, I've managed to do it because I can sum up the Planescape campaign with three points:</p><p></p><ul> <li data-xf-list-type="ul">Sigil is the setting for Planescape, and to a lesser extent the gate-towns in the Outlands. Most Planescape content centered on these places.</li> <li data-xf-list-type="ul">The factions. As has been stated in the thread, the factions were not great, and perhaps a little too tied to specific variations on commonly shared themes. There are ways to make them interesting, sure, but you can't deny they were a major component of the Planescape campaign setting as published.</li> <li data-xf-list-type="ul">The power of belief. This one is much harder to pin down, but there was a key theme of Planescape that defined the planes and existence as relying upon the belief of beings. A place or power's strength was defined by how much people believed in it, but it could be changed. I never really saw much of this in game per se, but it felt like a high-minded theme running through a lot of the supplements.</li> </ul><p></p><p>The planes have been a part of the broader D&D content before Planescape and after it, and they add a sense of connection to the rest of the settings that feels really cool. Spelljammer achieves a similar effect but leans in on the silly, though it really owns it so it's fun for me!</p><p></p><p>The Planescape setting brought a lot of content around each of the planes with various supplements, but having gone through almost all of them in the past few years, I was struck by how ... empty they felt. A lot of the content for each plane was identifying the changes to specific spells, which is just blech from my standpoint as a DM managing the game. For me, reading through a lot of the material then and now, I was struck by how little was actually useful to me as a DM running the game. It was fun to read, had an attitude, but most of the content was written from the "unreliable narrator" standpoint, which meant parsing usable info was frustrating and difficult. In my 2e gaming days I always wanted to run a Planescape campaign but the books never did me any favors as a DM, so I walked away from most of it. The Manual of the Planes for 3e really brought the planes into focus on how to actually USE them.</p></blockquote><p></p>
[QUOTE="Weird Dave, post: 8130195, member: 6749823"] It's hard to see Planescape coming back as a "setting" in the 2e definition. As someone who has been publishing planar content on the DMsGuild for a few years, I've managed to do it because I can sum up the Planescape campaign with three points: [LIST] [*]Sigil is the setting for Planescape, and to a lesser extent the gate-towns in the Outlands. Most Planescape content centered on these places. [*]The factions. As has been stated in the thread, the factions were not great, and perhaps a little too tied to specific variations on commonly shared themes. There are ways to make them interesting, sure, but you can't deny they were a major component of the Planescape campaign setting as published. [*]The power of belief. This one is much harder to pin down, but there was a key theme of Planescape that defined the planes and existence as relying upon the belief of beings. A place or power's strength was defined by how much people believed in it, but it could be changed. I never really saw much of this in game per se, but it felt like a high-minded theme running through a lot of the supplements. [/LIST] The planes have been a part of the broader D&D content before Planescape and after it, and they add a sense of connection to the rest of the settings that feels really cool. Spelljammer achieves a similar effect but leans in on the silly, though it really owns it so it's fun for me! The Planescape setting brought a lot of content around each of the planes with various supplements, but having gone through almost all of them in the past few years, I was struck by how ... empty they felt. A lot of the content for each plane was identifying the changes to specific spells, which is just blech from my standpoint as a DM managing the game. For me, reading through a lot of the material then and now, I was struck by how little was actually useful to me as a DM running the game. It was fun to read, had an attitude, but most of the content was written from the "unreliable narrator" standpoint, which meant parsing usable info was frustrating and difficult. In my 2e gaming days I always wanted to run a Planescape campaign but the books never did me any favors as a DM, so I walked away from most of it. The Manual of the Planes for 3e really brought the planes into focus on how to actually USE them. [/QUOTE]
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