Neonchameleon
Legend
The central question with that might very well be "Are you responsible for the sins of your ancestors?"
If that's the central question, the answer is "Obviously not. Unless you have a time machine. And that can wait until Paragon tier."
The central question with the PS tiefling isn't that. How you became what you are isn't explicit, because the PS tiefling isn't about ancestors or sin. You clearly are NOT responsible for those sins, because you aren't even conscious of what those sins were or if they were even sins to begin with or if they were who committed them or for what reason.
As opposed to clearly NOT being responsible for those sins because you have a perfect alibi. They happened before you were born. If anything the Planescape Tiefling is more likely to be responsible for the sins that made them a Tiefling than the 4E one is. There are a number of ways where the Planescape Tiefling could be responsible for their sins despite being not conscious of them (reincarnation for one) - and these ways do not involve ridiculous contortions to the very nature of causality.
Doesn't matter. Instead, the question is less about setting information and Proper Noun Places, and more about your place in society now. "How do you survive in a world where people are hostile do you because of what you are?"
Which is exactly the question in 4E. At least once you've stopped twisting the nature of causality into a loop.
I'm inclined to believe that the designers aren't going to waste 250 words in their tightly-packed books for things they think shouldn't really matter. The story they're telling is Akrhosia and Bael Turath and dragonborn and collapse and rebirth and history and lineage.
Indeed. Unlike in Planescape it gives an actual reason for people to be hostile to you because of what you are. In Sigil that you are a Tiefling should not matter. It's a city where an angel and a demon can have a drink together. There are weirder things seen on the streets of Sigil every minute than Tieflings. The core question you claim for 2E not only is central to 4E, it's one that works ridiculously better in 4E because it gives a reason.
It'd be more precise to say that I like the original tiefling narrative of being the orphans of the planes. Among the things I like about it is that it resonates with PS themes that I'm fond of (infinte shades of grey because you are literally the spawn of some version of hell but aren't necessarily evil;
Mysteriously being very different from you are the corrupted spawn of people who made pacts with demons and have demonic influence on you but aren't necessarily evil. Which kinda destroys your point about not knowing anything about your background.
atypical fantasy because you are marked in the urban centers that centralize the setting;
Could you unpack?
redefining reality because you get to define your own identity and change the biases of society as you gain levels
Just like most other adventurers.
The changed tiefling narrative just isn't that, so it's not what I'm looking for.
It hits your first raised points far better than the 2E one ever did. Literally the only point it doesn't is the "orphan of the planes".
Why would there be? The race in PS isn't cohesive or connected by shared history or culture or experience or even abilities, necessarily. It's a term of convenience applied to a group of creatures that share broad traits (that is, being physical manifestations of weird lower-planar aspects). You aren't born into a family of tieflings with volumes of Tiefling History on the shelves, you're just told that your weird little horns make you part of this hated group, so you need to leave now.
Something that makes almost no sense in Sigil.
And sure, lots of races might fill the "dark lonely outcast antihero" character niche.
Which is, I'd say, the sum total of the niche you've outlined for your favoured take on Tieflings. They've always IMO been broader than that.
Drow in FR are a big one. Half-orcs are a classic. Tieflings are the PS take on that.
In short Tieflings in Sigil are only there because Sigil Is Different?
I didn't find "darkly charming" to be a central part of the narrative. It didn't change the essential story, so I didn't mind it. Whether they're charming or not doesn't change the core story of the race as a people of outcasts and societal rejects.
You're wavering between Tieflings being a race and not. And the space of social outcasts and rejects is not one you actually need a race for. Almost the reverse.
The Bael Turath story does change that, and while it's a fine story, it's not the story I'm really looking for when I want to play a tiefling.
Possibly so. But for me the 4e Tieflings hit all the high parts of the Planescape Tieflings, and refine the awesome while dumping the parts that make no sense and actively harm the narrative.