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<blockquote data-quote="gribble" data-source="post: 4946800" data-attributes="member: 12430"><p>I'd play up the differences between Sigil and "normal" places. Things like:</p><ul> <li data-xf-list-type="ul">Portals and ease of interplanar travel, especially the importance/power of knowledge about portals and their keys.</li> <li data-xf-list-type="ul">The fact that is really is the multiverse's melting pot - there are creatures from all over the place, interacting peacefully because it's the only place they can do it.</li> <li data-xf-list-type="ul">Planescapey quirks, like the rule of three and unity of rings (perhaps less so in a game using the 4e cosmology) should also be recurring themes in adventures.</li> <li data-xf-list-type="ul">The ever present work of the dabus, and threat of the Lady of Pain.</li> <li data-xf-list-type="ul">The fact that while the PCs may be powerful/important on their home world, in Sigil (and on the planes) they're the small fish in a big (infinite) pond.</li> </ul><p></p><p>Depending on the world/cosmology you're using, for 4e:</p><ul> <li data-xf-list-type="ul">Play up the influence of the Planar Trade Consortium, and the fact that, while not necessarily an endpoint (the City of Brass is portrayed as more the multiverse's marketplace in 4e), Sigil is definitely the trade superhighway of 4e - most interplanar trade passes through sigil at some point.</li> </ul><p></p><p>And for a 2e/3e world/cosmology:</p><ul> <li data-xf-list-type="ul">The power of belief - the multiverse literally is what the most powerful individuals make it.</li> <li data-xf-list-type="ul">The factions and the powerplays between them.</li> <li data-xf-list-type="ul">The background of the ongoing blood war, and the fact that Sigil is essentially the Switzerland of the conflict.</li> </ul><p></p><p>There's some ideas anyway... hope they're useful.</p><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=":)" /></p></blockquote><p></p>
[QUOTE="gribble, post: 4946800, member: 12430"] I'd play up the differences between Sigil and "normal" places. Things like: [LIST] [*]Portals and ease of interplanar travel, especially the importance/power of knowledge about portals and their keys. [*]The fact that is really is the multiverse's melting pot - there are creatures from all over the place, interacting peacefully because it's the only place they can do it. [*]Planescapey quirks, like the rule of three and unity of rings (perhaps less so in a game using the 4e cosmology) should also be recurring themes in adventures. [*]The ever present work of the dabus, and threat of the Lady of Pain. [*]The fact that while the PCs may be powerful/important on their home world, in Sigil (and on the planes) they're the small fish in a big (infinite) pond. [/LIST] Depending on the world/cosmology you're using, for 4e: [LIST] [*]Play up the influence of the Planar Trade Consortium, and the fact that, while not necessarily an endpoint (the City of Brass is portrayed as more the multiverse's marketplace in 4e), Sigil is definitely the trade superhighway of 4e - most interplanar trade passes through sigil at some point. [/LIST] And for a 2e/3e world/cosmology: [LIST] [*]The power of belief - the multiverse literally is what the most powerful individuals make it. [*]The factions and the powerplays between them. [*]The background of the ongoing blood war, and the fact that Sigil is essentially the Switzerland of the conflict. [/LIST] There's some ideas anyway... hope they're useful. :) [/QUOTE]
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