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<blockquote data-quote="Atavar" data-source="post: 3160118" data-attributes="member: 7136"><p>I was the DM for a Planescape campaign for a number of years back in 2nd Ed. We all had a great time playing. I think the best part of the setting for us was the variety--exotic locales, memorable creatures--along with a built-in, "plausible" way to go to so many different places in so short a time (i.e. portals).</p><p></p><p>We played almost all of it pre-Faction War, so I don't have much to say on the post-Faction War aspects of a Planescape campaign. Also (with one exception) we played 2nd edition in Planescape. The one 3rd edition game we played was an adventure I wrote (see below) that, while plane-spanning, did not take place very much in Sigil.</p><p></p><p>What were the best Planescape adventures? The ones that come to mind for me are Dead Gods (long adventure by Monte Cook), Doors to the Unknown, the Eternal Boundary, and Squaring the Circle (from the Hellbound: The Blood War boxed set). Interestingly, though, some of the favorites for my players are more generic adventures I adapted to Planescape, including Return to the Tomb of Horrors and Rod of Seven Parts. Rod of Seven Parts was especially fun to adapt to the planes...instead of the pieces being scattered across a world, they were scattered across the planes. For example, one of the pieces ends up in the castle of a family of cloud giants; I placed that part of the adventure in Ysgard.</p><p></p><p>I have a modest D&D web site that includes a campaign journal that describes the adventures we played in Planescape. It also includes the 3rd edition adventure I wrote to wrap up our Planescape campaign. The adventure even lead to the creation of the campaign setting proposal I submitted to WotC during their Setting Search a few years back. Here is the address, if you are interested:</p><p></p><p><a href="http://home.comcast.net/~cakerley129534MI/dnd/index.html" target="_blank">http://home.comcast.net/~cakerley129534MI/dnd/index.html</a></p><p></p><p>One last thing...waking up naked seems to be a common way to start a Planescape campaign. I wrote a short adventure that had the party wake up, naked, being examined by unknown creatures. After blacking out again, they woke up together in prison cells without bars. In order to make their escape they had to climb onto each other's shoulders to get to the trapdoor in the ceiling. Unfortunately, during their first try they put the tiefling with the cloven hoofed feet at the bottom...my description of what that poor soul saw after he slipped is the stuff of legends in my group....</p><p></p><p>Thanks,</p><p></p><p>Atavar</p><p></p><p>------</p><p></p><p>"I am a unique individual." - A Free Leaguer who gets it</p><p></p><p>"So am I!" - A Free Leaguer who doesn't</p></blockquote><p></p>
[QUOTE="Atavar, post: 3160118, member: 7136"] I was the DM for a Planescape campaign for a number of years back in 2nd Ed. We all had a great time playing. I think the best part of the setting for us was the variety--exotic locales, memorable creatures--along with a built-in, "plausible" way to go to so many different places in so short a time (i.e. portals). We played almost all of it pre-Faction War, so I don't have much to say on the post-Faction War aspects of a Planescape campaign. Also (with one exception) we played 2nd edition in Planescape. The one 3rd edition game we played was an adventure I wrote (see below) that, while plane-spanning, did not take place very much in Sigil. What were the best Planescape adventures? The ones that come to mind for me are Dead Gods (long adventure by Monte Cook), Doors to the Unknown, the Eternal Boundary, and Squaring the Circle (from the Hellbound: The Blood War boxed set). Interestingly, though, some of the favorites for my players are more generic adventures I adapted to Planescape, including Return to the Tomb of Horrors and Rod of Seven Parts. Rod of Seven Parts was especially fun to adapt to the planes...instead of the pieces being scattered across a world, they were scattered across the planes. For example, one of the pieces ends up in the castle of a family of cloud giants; I placed that part of the adventure in Ysgard. I have a modest D&D web site that includes a campaign journal that describes the adventures we played in Planescape. It also includes the 3rd edition adventure I wrote to wrap up our Planescape campaign. The adventure even lead to the creation of the campaign setting proposal I submitted to WotC during their Setting Search a few years back. Here is the address, if you are interested: [url]http://home.comcast.net/~cakerley129534MI/dnd/index.html[/url] One last thing...waking up naked seems to be a common way to start a Planescape campaign. I wrote a short adventure that had the party wake up, naked, being examined by unknown creatures. After blacking out again, they woke up together in prison cells without bars. In order to make their escape they had to climb onto each other's shoulders to get to the trapdoor in the ceiling. Unfortunately, during their first try they put the tiefling with the cloven hoofed feet at the bottom...my description of what that poor soul saw after he slipped is the stuff of legends in my group.... Thanks, Atavar ------ "I am a unique individual." - A Free Leaguer who gets it "So am I!" - A Free Leaguer who doesn't [/QUOTE]
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