Your Planescape experience

Oryan77 said:
I copied his info, stuck it in an excel file and formatted it up all pretty-like with colored boxes and an easy to read layout.
I'd be curious to take a look at your excel file. Could I ask if you'd mind emailing it to me? My email is unhatched at hotmail dot com.
 

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I've run a Planescape campaign since 2001, starting as 2E, morphing into 3E, and now firmly entrenched in 3.5E. Recently, it's moved to a message board game, as the players are scattered throughout the U.S. and the world, and we can't coordinate a time where we can all meet to play. You can check out the game thread here if interested.

I am also a fellow author of Shemeska's, having written the Athar and Ring-Giver entries over at Planewalker.com, as well as faction prestige classes for 3E and 3.5E. I'm also a fan of the affiliation rules, and I'm working on the factions as affiliations at this time. (You can find the prestige classes and affiliation here.)

I mention all that because, in the five years my players have been in my game, they have taken no interest in the factions. The factions are there. They have met factotums as NPCs. They have learned of their philosophies, goals, and influences. And they have chosen to remain distanced from them. Despite all my work. :p

All of my campaign has been pre-Faction War, as I'm building up to that adventure (mostly likely adapted to epic-level play). Currently, the heroes are going through The Great Modron March, to be followed by Dead Gods. I want the players and the characters to witness the power of belief and the drastic changes they can have on reality. So even though the players have no investment in the factions by way of their characters, the factions play a major part in the overarching campaign plot. I pray all my work will not be in vain.
 

Between Shemeska and yourself the two of you are largely driving the Planescape CS nowadays. It somewhat amazes me that your players have been playing Planescape for years and haven't given much attention to the factions; they're kind of the cornerstone of the setting. I'm wondering if I should bother developing them for my campaign. :heh:
 

Ambrus said:
I'd be curious to take a look at your excel file. Could I ask if you'd mind emailing it to me? My email is unhatched at hotmail dot com.
Sure, as I said, I'm in the middle of adding more criterion so there's a few blank rows here & there. And I haven't finished going through the abilities, so I'm not sure if I'll be changing any more. But the Bleak Cabal, Free League, & Revolutionary League are pretty much tweaked how I like it.

My email is oryan1977 at yahoo.com


reason said:
More dreamy cosmological wierdness and errant reality manipulation
Could you explain this? Maybe give an example from your campaign? I always hear people say they think of the planes as more mystical then written but I can never get a real explanation on this. I'm curious to know how people make them more mystical than they are now in a way that actually makes their game different than normal. It would be cool if I could get my players to understand more that they are on magic planes rather than just another romp in some strange land.
 

Southern Oracle said:
I am also a fellow author of Shemeska's, having written the Athar and Ring-Giver entries over at Planewalker.com, as well as faction prestige classes for 3E and 3.5E.

And I firmly blame you for a plot arc revolving around the Athar and their attempt to keep the Shattered Temple. Your writeup on them stuck in my brain. ;)
 


I've had great experiences running planescape, both passing-through and as a primary setting.

No problems different than other settings, except that the characters need to realize, at the start, that they are surrounded by creatures more powerful than they are. Some players get so comfortable being the big gun in the area that they tend to act rather recklessly if you don't stress the fact that they will be eaten by the bouncer, or the bartender, or the louts in the bar, or the city guard, or that cute little birdy. Not everything is more powerful than you are, but if you assume everything is, you tend to live longer. I think there is a block in the boxed set saying something to that effect.

Between the factions, the planes, and proximity to deities and evil lords, and the ease and abundance of travel...the adventure ideas are limitless, and much more agreeable to cut/paste modules.
 

Of those who offered their opinions, it seems the fan favorite adventures are:

The Eternal Boundary
Dead Gods
Harbinger House
Hellbound: The Blood War adventures

Just curious, is anyone aware whether these adventures have been updated to 3.5 by anyone? Has anyone tried linking some of them together into a cohesive campaign plot? I know I can do all of that myself, I'm just trying to save what time I can by drawing on the work of others. ;)
 

Ambrus said:
Just curious, is anyone aware whether these adventures have been updated to 3.5 by anyone?
I once found this 3.0 conversion of Dead Gods. It's the main segment only, not the 2nd adventure path at the end of the book. You don't need to run that path anyway. It's more of a short adventure that sort of ties things together.

http://www.stanford.edu/~rchilton/DnD/deadgods.rtf

I plan to run Dead Gods hopefully by next year. It sounds like an awesome adventure. The only thing is that it's more just a backbone adventure...you'll need to fill in a bunch of holes to spice it up & add more meat to your game. So I plan to run other modules within Dead Gods.
 

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