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Which non-Realmsian setting for you?
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<blockquote data-quote="I'm A Banana" data-source="post: 6503495" data-attributes="member: 2067"><p>*need* isn't really what I'd say.</p><p></p><p>One of the things about PS was that it suffered from "2e D&D Adventure Syndrome." So there's not like, a remarkably awesome module I can recommend. They're all flawed and they're mostly pretty railroady. Often with really great initial ideas that just kind of turn into "play my story, PC's!" sooner or later. I might say <em>Tales from the Infinite Staircase</em> works better than some just because it's more a la carte. </p><p></p><p>I'd approach PS perhaps as a sandbox. The party begins in Sigil. As low-level characters (1-4) they experience the city, fight wererats, deal with factions, maybe go to some of the upper planes. As veterans (5-10), they start exploring some of the more hazardous environments for a time, and deal with immortal beings like demons and archons. As heroes (11-15) they start plumbing the depths of dangerous planes and travel around outside of the City of Doors. As epic-level characters (16+), they're dealing with the most powerful movers and shakers in the multiverse and are a force of personality to be reckoned with. </p><p></p><p>PS:T does a good job of exploring some of the themes of PS -- better than most of the modules. So it's a good example of the kind of big-idea adventuring you could do in the setting. And it well highlights the "it's important what you believe and what you do, not how big a sword you can swing" aspect of the setting really well. It's a good example. </p><p></p><p>But I honestly get more inspiration from <em>Faces of Sigil</em>, <em>The Factol's Manifesto</em>, and <em>The Planewalker's Handbook</em> than I do PS:T.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6503495, member: 2067"] *need* isn't really what I'd say. One of the things about PS was that it suffered from "2e D&D Adventure Syndrome." So there's not like, a remarkably awesome module I can recommend. They're all flawed and they're mostly pretty railroady. Often with really great initial ideas that just kind of turn into "play my story, PC's!" sooner or later. I might say [I]Tales from the Infinite Staircase[/I] works better than some just because it's more a la carte. I'd approach PS perhaps as a sandbox. The party begins in Sigil. As low-level characters (1-4) they experience the city, fight wererats, deal with factions, maybe go to some of the upper planes. As veterans (5-10), they start exploring some of the more hazardous environments for a time, and deal with immortal beings like demons and archons. As heroes (11-15) they start plumbing the depths of dangerous planes and travel around outside of the City of Doors. As epic-level characters (16+), they're dealing with the most powerful movers and shakers in the multiverse and are a force of personality to be reckoned with. PS:T does a good job of exploring some of the themes of PS -- better than most of the modules. So it's a good example of the kind of big-idea adventuring you could do in the setting. And it well highlights the "it's important what you believe and what you do, not how big a sword you can swing" aspect of the setting really well. It's a good example. But I honestly get more inspiration from [I]Faces of Sigil[/I], [I]The Factol's Manifesto[/I], and [I]The Planewalker's Handbook[/I] than I do PS:T. [/QUOTE]
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