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(+) What would you want for 5e Planescape?
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<blockquote data-quote="Weird Dave" data-source="post: 8328383" data-attributes="member: 6749823"><p>I can't agree with this more! I started playing in 1995, in the heyday of the TSR setting glut, and I loved the idea of Planescape and the planes. But the sourcebooks all felt like they were fiction reading material, fascinating but not enough there to help me run the campaign as a DM. I get some of the appeal of the "unreliable narrator" they were going with throughout the books, but I quickly found it frustrating to pull out relevant game material to use at my table. Maybe this was an appeal for some people? It wasn't for me but I never lost the fascination with big planar adventures or a setting encompassing them all.</p><p></p><p>I've largely avoided posting in this thread, because for me what I want out of a Planescape book I already designed - <a href="https://www.dmsguild.com/product/332387/Codex-of-the-Infinite-Planes" target="_blank">Codex of the Infinite Planes</a>, available on the DMsGuild. In the luxury of not having to adhere to a page count, I wrote 10K to 15K words on each plane (16 Outer Planes, 4 Inner Planes plus 1 for the Border Elemental Planes, and 2 Transitive Planes, and 3 Echo Planes). Power groups, adventure sites, guidelines for traveling around the plane and to the plane, and plenty of adventure hooks. When I compiled them all together I split them into three books - gazetteer, monsters, and player info. It was too big to have in one single book!</p><p></p><p>For Planescape, I think it would be best served to transform it into a city-based setting in Sigil. I'm worried about the prospects of this, however, considering how similar Ravnica and Sigil are in a lot of ways, but it could be done by leaning into the City of Doors as the gateway to everywhere. Belief is a powerful, tangible thing in Planescape, so figuring out how to represent that to the characters would be one of the key nuts to crack. The factions try to harness that belief for their own ends, but how do the characters figure into it? Are they always pawns in a larger game? That gets old. Do they develop their own beliefs and pursue those?</p><p></p><p>Planescape felt to me like an attempt to bring the wonders and strangeness of the planes to characters starting from 1st level. It may be worth looking at transforming it into a playground for high-level characters. I believe Sigil was presented in the 4E Dungeon Master's Guide 2 as a paragon tier setting. That could work in a 5E version of the setting as well, and giving high-level PCs a chance to become bigger than they could be on the Material Plane.</p></blockquote><p></p>
[QUOTE="Weird Dave, post: 8328383, member: 6749823"] I can't agree with this more! I started playing in 1995, in the heyday of the TSR setting glut, and I loved the idea of Planescape and the planes. But the sourcebooks all felt like they were fiction reading material, fascinating but not enough there to help me run the campaign as a DM. I get some of the appeal of the "unreliable narrator" they were going with throughout the books, but I quickly found it frustrating to pull out relevant game material to use at my table. Maybe this was an appeal for some people? It wasn't for me but I never lost the fascination with big planar adventures or a setting encompassing them all. I've largely avoided posting in this thread, because for me what I want out of a Planescape book I already designed - [URL='https://www.dmsguild.com/product/332387/Codex-of-the-Infinite-Planes']Codex of the Infinite Planes[/URL], available on the DMsGuild. In the luxury of not having to adhere to a page count, I wrote 10K to 15K words on each plane (16 Outer Planes, 4 Inner Planes plus 1 for the Border Elemental Planes, and 2 Transitive Planes, and 3 Echo Planes). Power groups, adventure sites, guidelines for traveling around the plane and to the plane, and plenty of adventure hooks. When I compiled them all together I split them into three books - gazetteer, monsters, and player info. It was too big to have in one single book! For Planescape, I think it would be best served to transform it into a city-based setting in Sigil. I'm worried about the prospects of this, however, considering how similar Ravnica and Sigil are in a lot of ways, but it could be done by leaning into the City of Doors as the gateway to everywhere. Belief is a powerful, tangible thing in Planescape, so figuring out how to represent that to the characters would be one of the key nuts to crack. The factions try to harness that belief for their own ends, but how do the characters figure into it? Are they always pawns in a larger game? That gets old. Do they develop their own beliefs and pursue those? Planescape felt to me like an attempt to bring the wonders and strangeness of the planes to characters starting from 1st level. It may be worth looking at transforming it into a playground for high-level characters. I believe Sigil was presented in the 4E Dungeon Master's Guide 2 as a paragon tier setting. That could work in a 5E version of the setting as well, and giving high-level PCs a chance to become bigger than they could be on the Material Plane. [/QUOTE]
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