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Why I dislike Sigil and the Lady of Pain
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<blockquote data-quote="pemerton" data-source="post: 5608530" data-attributes="member: 42582"><p>Well, doing philosophy is part of my day job. Which may be part of why I'm not a big fan of Planescape's take on it.</p><p></p><p>See, I'm completely the opposite. Dead Gods makes me yawn - as written it's one of the most railroady modules I've ever seen. Whereas the 4e cosmology just keeps giving and giving with game-driving themes and conflicts.</p><p></p><p>The PCs in my game include a tiefling paladin of the Raven Queen; a ranger-cleric of the Raven Queen; a wizard-invoker who was a lapsed initiate of the Raven Queen but has (over the course of play) become reinitiated, and then moved on from the Raven Queen to devotion to Erathis, Ioun and Vecna - and who also hate devils a great deal; a dwarven fighter-warpriest of Moradin; and a drow chaos sorcerer who is a demonskin adept, and also a member of a Corellon-worshipping secret society dedicated to undoing the sundering of the elves.</p><p></p><p>Practically any situation I can think of as a GM gets this party moving: undead/Orcus (because of the Raven Queen and Vecna elements); anything arcane (because of the Ioun/Vecna/Corellon elements); anything fey (because of the Corellon-worshipping drow); anything demonic (because of the chaos sorcerer) or diabolic (because of the tiefling, and the Erathis worshipper, who has a happier vision for order and civilisation); anything humanoidish/giantish (because of the Erathis and dwarvish elements); anything draconic/dragonborn (because of the tiefling).</p><p></p><p>For me, the value of the 4e cosmology is not in its literary cleverness or originality, but in its capacity to so easily generate these game-driving conflicts. In fact, its simplicity and transparency is in my view a virtue - it's very easy for players to pick up on these elements, build them into their PCs, and start playing. The complexity then emerges <em>in play</em> - which is where I prefer to see it, rather than in background notes that only the GM reads.</p><p></p><p>The only tweak I've had to make to the core cosmology, in order to join some dots in my campaign that otherwise wouldn't have connected, is to make it the case that, after freeing themselves from the giants, the dwarves at some stage became subordinates to a minotaur empire.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5608530, member: 42582"] Well, doing philosophy is part of my day job. Which may be part of why I'm not a big fan of Planescape's take on it. See, I'm completely the opposite. Dead Gods makes me yawn - as written it's one of the most railroady modules I've ever seen. Whereas the 4e cosmology just keeps giving and giving with game-driving themes and conflicts. The PCs in my game include a tiefling paladin of the Raven Queen; a ranger-cleric of the Raven Queen; a wizard-invoker who was a lapsed initiate of the Raven Queen but has (over the course of play) become reinitiated, and then moved on from the Raven Queen to devotion to Erathis, Ioun and Vecna - and who also hate devils a great deal; a dwarven fighter-warpriest of Moradin; and a drow chaos sorcerer who is a demonskin adept, and also a member of a Corellon-worshipping secret society dedicated to undoing the sundering of the elves. Practically any situation I can think of as a GM gets this party moving: undead/Orcus (because of the Raven Queen and Vecna elements); anything arcane (because of the Ioun/Vecna/Corellon elements); anything fey (because of the Corellon-worshipping drow); anything demonic (because of the chaos sorcerer) or diabolic (because of the tiefling, and the Erathis worshipper, who has a happier vision for order and civilisation); anything humanoidish/giantish (because of the Erathis and dwarvish elements); anything draconic/dragonborn (because of the tiefling). For me, the value of the 4e cosmology is not in its literary cleverness or originality, but in its capacity to so easily generate these game-driving conflicts. In fact, its simplicity and transparency is in my view a virtue - it's very easy for players to pick up on these elements, build them into their PCs, and start playing. The complexity then emerges [I]in play[/I] - which is where I prefer to see it, rather than in background notes that only the GM reads. The only tweak I've had to make to the core cosmology, in order to join some dots in my campaign that otherwise wouldn't have connected, is to make it the case that, after freeing themselves from the giants, the dwarves at some stage became subordinates to a minotaur empire. [/QUOTE]
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