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Sigil


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IMO...

#1: Deal with it in the realities of NOT being Planescape. Don't write it in cant, don't parade planar arrogance, don't assume that DM's won't still want to use their own homebrew alongside Sigil. Write it from a Material-Plane-Centric stance. Figure out what it adds to that (fer instance, an easy base for planar adventures).

#2: Don't counter-act the PS stuff. Sigil still has factions, still has the NPC's that it has, still is made up of the wards, etc. You don't need to explore these in a whole lot of detail, but what detail you have shouldn't invalidate what came before.

#3: Sigil should be like Saltmarsh or Union: a detailed city filled to the brim with plot ideas and motivations. Sigil's plots and motivations exist in large part already. Translating them to 3e and advancing the time-line on these would be the biggest key. Motivate the PC's to explore the planes and consider the philosophical factions via Sigil.

#4: Take into account the Faction War. Let us know what's been happening since then. In other Faction news, tell us about what they do on the Material Plane, how they interact with the standard D&D Greyhawk set up. If I add the Athar to my campaign, am I going to get St. Cuthbert's Inquisition?

#5: Use Sigil's place as a possible haven for low-level characters to your advantage. Either Sigil itself, or as a launching point into the planes.

That's a short preliminary list.
 

The power structure of Sigil changed sufficiently after Faction War that a whole new city book is probably warranted. A full writeup, including affiliation scores, PrCs, etc. of the factions and organizations that still exist is as crucial as the new power structure and government post-Faction War. I guess we would probably see a reprint of the dabus from Dragon, the giant crows and Mercykiller hounds, and razorvine. Since we were promised that Faction War was the beginning of something and not the end of Planescape, it would be nice to see what exactly it was supposed to be the beginning of, if there was even a draft for it at TSR.

What I would like to see, personally, is Faction War completely disregarded. The characters and potential of the factions were not properly explored and done away with all too quickly. It would be like Eberron suddenly publishing an adventure that disbands all the Dragonmarked houses.
 

A big bunch of NPCs fully statted for use

A bunch of gates described, more than just a vague "they can be anything you need as a DM at the moment."

Lots of plots and plot hooks

Useable maps

A good history/description

Some population demographics besides core PH races, I want it to be a planar gateway city of exotics

Connection plots to other planes and power figures of the planes

Cosmology/Mythology of the Lady of Pain and her agents
 


Monte Cook co-wrote the Faction War, a supplement which turned the city of Sigil on its head by its conclusion. He's mentioned that there were plans for a follow-up adventure which in part would herald the return of the Factions to Sigil. That's the supplement I'd like to see.

I'd like an adventure/supplement detailing this wondrous city in which the city's recent turbulent history is explored but also set-up so that the PCs can take part in restoring the city to a state similar to or greater than its former glory. I'd want each ward to have its own chapter, detailing distinct districts, venues, NPCs and possible plot hooks. I'd want chapters giving overviews of life in the city, power-groups, culture, races and suggestions for running a planar campaign.

In short, I'd want a Ptolus-style mega-book about Sigil, preferably written by Monte himself. Please, oh please? :heh:
 



I think the best Sigil book, at least initially, should be from the vantage of a newcomer's arrival and exploration of the city. Somebody from somewhere rather mundane, a basic fantasy world, but not one where mighty events are unfolding. The individual or individuals travels through a portal/gate to Sigil, and must explore, learn, and adapt to the environs encountered.

The reason for this methodology is to build up a readership that can include anyone, not just hard-core Planescape folks. The setting must be described for these folks who might not know what sorts of things would be encountered in Sigil. Follow-up books/novels would be less reliant on this concept of "everything is different and new".
 

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