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<blockquote data-quote="Kobold Avenger" data-source="post: 7749293" data-attributes="member: 779"><p>Planescape is quite different from Forgotten Realms, but because Forgotten Realms is the go to campaign setting for D&D, it does rip off a lot of things from every other D&D campaign setting as time goes on.</p><p></p><p>Mechanically there isn't much that makes Planescape different other than it's mechanics about the different planes, and faction or sect abilities which would probably be downplayed as those sort of things might break 5e's sense of game balance.</p><p></p><p>What matters in everything for Planescape is tone, Planescape is very much a post-modern setting in tone. It takes many ideas from the 19th century and eras from beyond the medieval age. A lot of the factions philosophies are parts of that as many of them certainly have ideas inspired by certain 19th century schools of thought, while others are outright based off of Taoism or Buddhism. Sigil is partially in the Industrial Age with the various factories that exist in the Lower Ward, though certain technology like firearms is as rare as it is in other D&D worlds. </p><p></p><p>The cant itself is inspired by Cockney Rhyming Slang which first came to be around London in the 19th century, with words like <em>Berk</em> which is short of <em>Berkshire Hunt</em> which rhymes with something that begins with the letter C. One could easily compare 19th century London to Sigil as it's the main influence on Sigil.</p><p></p><p>Monte Cook was one of the main minds behind Planescape and he continued to introduce more and more weird elements (including sci-fi ones) to Planescape while it was being published, as one could certainly spot similarities between Planescape and his current work in Numenera. In many ways while standard D&D is of the High Fantasy genre, Planescape is of the <a href="https://en.wikipedia.org/wiki/New_weird" target="_blank">New Weird genre</a> genre though the term for that genre came into being after Planescape was published.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 7749293, member: 779"] Planescape is quite different from Forgotten Realms, but because Forgotten Realms is the go to campaign setting for D&D, it does rip off a lot of things from every other D&D campaign setting as time goes on. Mechanically there isn't much that makes Planescape different other than it's mechanics about the different planes, and faction or sect abilities which would probably be downplayed as those sort of things might break 5e's sense of game balance. What matters in everything for Planescape is tone, Planescape is very much a post-modern setting in tone. It takes many ideas from the 19th century and eras from beyond the medieval age. A lot of the factions philosophies are parts of that as many of them certainly have ideas inspired by certain 19th century schools of thought, while others are outright based off of Taoism or Buddhism. Sigil is partially in the Industrial Age with the various factories that exist in the Lower Ward, though certain technology like firearms is as rare as it is in other D&D worlds. The cant itself is inspired by Cockney Rhyming Slang which first came to be around London in the 19th century, with words like [I]Berk[/I] which is short of [I]Berkshire Hunt[/I] which rhymes with something that begins with the letter C. One could easily compare 19th century London to Sigil as it's the main influence on Sigil. Monte Cook was one of the main minds behind Planescape and he continued to introduce more and more weird elements (including sci-fi ones) to Planescape while it was being published, as one could certainly spot similarities between Planescape and his current work in Numenera. In many ways while standard D&D is of the High Fantasy genre, Planescape is of the [URL="https://en.wikipedia.org/wiki/New_weird"]New Weird genre[/URL] genre though the term for that genre came into being after Planescape was published. [/QUOTE]
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