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Planescape - what would you like to see?
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<blockquote data-quote="Quickleaf" data-source="post: 6322733" data-attributes="member: 20323"><p>[MENTION=40398]Tequila Sunrise[/MENTION] </p><p>I remember reading over at the storygames forum that a Planescape character sheet in a non-D&D setting could be distilled down to a few questions: How'd you get to Sigil? What beliefs drive you? What magical stuff do you have/can you do? And maybe 2-3 more I can't recall. There was also a lot of chatter about how belief = alignment = setting = rules = faction = geography. Definitely stuff to ponder.</p><p></p><p>I've been quietly working on a grand Planescape adventure I'd like to make available someday for 5th edition if the powers that be allow it. It is meant to hook prime PCs & planar PCs right into the action by starting with what 4e MotP dubbed a "planar breach", dealing with the fallout, realizing they've been touched by the breach, and going to investigate leads in Sigil/the Outlands about what or who caused the breach. Actually, now that I look at it written down, it sounds a lot like what I know of Dragon Age: Inquisition!</p><p></p><p>I appreciate your sentiment that "primes should be the exception" to adventuring parties, but I think the fact of the matter is gaming groups will have a mix of players, some familiar with PS, and others not (or reluctant to get familiar). Mixed prime/planar parties, at least when I've run PS, have been the order of the day. I think it is important to make the setting & adventures accessible to players coming from a more traditional fantasy (read: Prime) standpoint.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6322733, member: 20323"] [MENTION=40398]Tequila Sunrise[/MENTION] I remember reading over at the storygames forum that a Planescape character sheet in a non-D&D setting could be distilled down to a few questions: How'd you get to Sigil? What beliefs drive you? What magical stuff do you have/can you do? And maybe 2-3 more I can't recall. There was also a lot of chatter about how belief = alignment = setting = rules = faction = geography. Definitely stuff to ponder. I've been quietly working on a grand Planescape adventure I'd like to make available someday for 5th edition if the powers that be allow it. It is meant to hook prime PCs & planar PCs right into the action by starting with what 4e MotP dubbed a "planar breach", dealing with the fallout, realizing they've been touched by the breach, and going to investigate leads in Sigil/the Outlands about what or who caused the breach. Actually, now that I look at it written down, it sounds a lot like what I know of Dragon Age: Inquisition! I appreciate your sentiment that "primes should be the exception" to adventuring parties, but I think the fact of the matter is gaming groups will have a mix of players, some familiar with PS, and others not (or reluctant to get familiar). Mixed prime/planar parties, at least when I've run PS, have been the order of the day. I think it is important to make the setting & adventures accessible to players coming from a more traditional fantasy (read: Prime) standpoint. [/QUOTE]
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