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Planescape - what would you like to see?
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<blockquote data-quote="Quickleaf" data-source="post: 6323005" data-attributes="member: 20323"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I do hear people who love the setting as reading material criticize it as being difficult to DM or to grok as a player. How playable do you feel PS is?</p><p></p><p> [MENTION=2067]Kamikaze Midget[/MENTION]</p><p>IIRC you are an advocate for classes customized to the campaign / campaign setting, right? So your perspective entirely makes sense. At the same time it assumes you have a group of players who are:</p><p></p><p>(A) Willing to invest minimal of energy to grasp the feel of the setting <em>before play</em> (for Planescape it is cynical worldliness), and able to incorporate that into their character creation and roleplaying.</p><p></p><p>(B) Interested in going outside classic fantasy tropes of "drunk dwarf" or "kleptomaniac halfling thief." The classics are classic for a reason, even if not particularly imaginative.</p><p></p><p>It might sound like I'm being hard on players, but the fact of the matter is there are DMs who just don't understand Planescape either. I think the difference in our perspectives might be you see Planescape as another setting just like Ravenloft or Dark Sun, whereas I see it as something radically different in that it can bridge multiple worlds. Even in the original box there were options for getting a party of prime PCs to the planes and, in Planewalkers Handbook, for running mixed prime/planar campaign.</p><p></p><p>We both agree that Planescape (much like other settings) needs to be experienced thru play; actually I would say especially Planescape! Because of its strangeness. Even players who come in with well conceived PCs still are finding their character's identity/voice/beliefs during those first few levels. Does it really matter if they're prime, planar, or even excepional petitioners? For me Planescape's themes are found in the adventures which I would argue are where emphasis should be placed. Personally "Umbra" (Dungeon 55) is one of the best PS adventures written and I could see that largely working for any sort of PCs.</p><p></p><p>Btw I enjoyed your thoughts on interpreting Second Wind thru the faction lens!</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6323005, member: 20323"] :) I do hear people who love the setting as reading material criticize it as being difficult to DM or to grok as a player. How playable do you feel PS is? [MENTION=2067]Kamikaze Midget[/MENTION] IIRC you are an advocate for classes customized to the campaign / campaign setting, right? So your perspective entirely makes sense. At the same time it assumes you have a group of players who are: (A) Willing to invest minimal of energy to grasp the feel of the setting [i]before play[/i] (for Planescape it is cynical worldliness), and able to incorporate that into their character creation and roleplaying. (B) Interested in going outside classic fantasy tropes of "drunk dwarf" or "kleptomaniac halfling thief." The classics are classic for a reason, even if not particularly imaginative. It might sound like I'm being hard on players, but the fact of the matter is there are DMs who just don't understand Planescape either. I think the difference in our perspectives might be you see Planescape as another setting just like Ravenloft or Dark Sun, whereas I see it as something radically different in that it can bridge multiple worlds. Even in the original box there were options for getting a party of prime PCs to the planes and, in Planewalkers Handbook, for running mixed prime/planar campaign. We both agree that Planescape (much like other settings) needs to be experienced thru play; actually I would say especially Planescape! Because of its strangeness. Even players who come in with well conceived PCs still are finding their character's identity/voice/beliefs during those first few levels. Does it really matter if they're prime, planar, or even excepional petitioners? For me Planescape's themes are found in the adventures which I would argue are where emphasis should be placed. Personally "Umbra" (Dungeon 55) is one of the best PS adventures written and I could see that largely working for any sort of PCs. Btw I enjoyed your thoughts on interpreting Second Wind thru the faction lens! [/QUOTE]
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