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Trying to motivate myself about planes
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<blockquote data-quote="GregoryOatmeal" data-source="post: 5703523" data-attributes="member: 6667661"><p>I'm just getting into Planescape and haven't really found your experience to be true. If anything I've just been overwhelmed with the possibilities and the amount of stuff you have to learn and buy. But it's worth it.</p><p></p><p>Limit your scope. I'd stick to one or two planes to start. Read up on them and you'll find they have some conflict and a lot of depth. Try and get a feel for the plane and flesh it out. While some of the good and evil planes blend together lots of them seem to be based on really vivid ideas (I'd suggest Mechanus or the Beastlands). If you try to wrap your head around 16 different planes at once they'll lack flavor. Check out some of the published adventures. Maybe just explore one of two layers of hell. The deeper you dig I think the less you'll find they lack a base.</p><p></p><p>Sigil is a really cool interdimensional city. It's an awesome springboard for adventures. Factions are crazy and break that good/evil duality. There's a ton to digest.</p><p></p><p>The Planescape monster appendices are simply the most creative monster books ever. No shortage of ideas there. Most feel like they were designed for roleplaying rather than slaughtering. The supplement Well of Worlds also has some cool RP-focused scenarios (a secret love affair between an old devil and a succubus). These books have such a high ratio of ideas to crunch that they're worth picking up if you don't play 2E. I hear the other Planescape adventure books are good albeit more expensive. The adventure books give you a good idea of what kind of NPCs and conflicts can occur on the planes.</p><p></p><p>Most of the 2E books on the planes are almost entirely edition-neutral. This means they have almost no crunch and are just awesome reads.</p><p></p><p>I haven't found a useful way to address the plane of fire but I haven't read up much on it. The 4E approach seems much cooler and addresses that problem. The Elemental Chaos merges all of the elemental planes into one where all matter is made. I can't recall if there are NPCs but there are crazy rivers of mud and lava in the sky and tidal waves of lightning and madness. I wouldn't know what to do with it but it seemed vivid. I seem to recall it hosted the City of Brass where djinn come from.</p></blockquote><p></p>
[QUOTE="GregoryOatmeal, post: 5703523, member: 6667661"] I'm just getting into Planescape and haven't really found your experience to be true. If anything I've just been overwhelmed with the possibilities and the amount of stuff you have to learn and buy. But it's worth it. Limit your scope. I'd stick to one or two planes to start. Read up on them and you'll find they have some conflict and a lot of depth. Try and get a feel for the plane and flesh it out. While some of the good and evil planes blend together lots of them seem to be based on really vivid ideas (I'd suggest Mechanus or the Beastlands). If you try to wrap your head around 16 different planes at once they'll lack flavor. Check out some of the published adventures. Maybe just explore one of two layers of hell. The deeper you dig I think the less you'll find they lack a base. Sigil is a really cool interdimensional city. It's an awesome springboard for adventures. Factions are crazy and break that good/evil duality. There's a ton to digest. The Planescape monster appendices are simply the most creative monster books ever. No shortage of ideas there. Most feel like they were designed for roleplaying rather than slaughtering. The supplement Well of Worlds also has some cool RP-focused scenarios (a secret love affair between an old devil and a succubus). These books have such a high ratio of ideas to crunch that they're worth picking up if you don't play 2E. I hear the other Planescape adventure books are good albeit more expensive. The adventure books give you a good idea of what kind of NPCs and conflicts can occur on the planes. Most of the 2E books on the planes are almost entirely edition-neutral. This means they have almost no crunch and are just awesome reads. I haven't found a useful way to address the plane of fire but I haven't read up much on it. The 4E approach seems much cooler and addresses that problem. The Elemental Chaos merges all of the elemental planes into one where all matter is made. I can't recall if there are NPCs but there are crazy rivers of mud and lava in the sky and tidal waves of lightning and madness. I wouldn't know what to do with it but it seemed vivid. I seem to recall it hosted the City of Brass where djinn come from. [/QUOTE]
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