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<blockquote data-quote="JustKim" data-source="post: 3160429" data-attributes="member: 5478"><p>I played Planescape during 2E and had a blast. Earlier in the year I kicked off a 3E Planescape game, pre-Faction War, but had to drop it about a month ago due to personal problems.</p><p></p><p>It depends. Do you care about Sigil? Do you want to preserve the philosophical tones of the factions? If so, pre-Faction War is the better Planescape. I say this having looked at what planewalker.com has done with the setting and not liked it at all. It has always seemed to me that planewalker.com is more about playing house with fan favorite characters and tooling with mechanics than converting Planescape to 3E. When I started my conversion, I really looked through the site (and its horrendous layout) for something to snag if only out of tribute for all the work they've done. I found nothing.</p><p></p><p></p><p>My experience in 2E was good. My 3E group had a harder time of things because we meet infrequently and play for short periods. The problem with Planescape adventures is that they almost all begin with an investigation to find either an NPC or a murderer, and this does not work well at all broken up across 6 weeks of time. My advice in this situation would be to <em>get through the investigation quickly </em>before the players get frustrated.</p><p></p><p>My favorite adventure was Harbinger House. I still see copies from time to time so it shouldn't be difficult to find. Among my least favorites is Tales from the Infinite Staircase. It's a long adventure split into modular mini-adventures, connected to a planar device which removes the need for Sigil. I didn't like the device, because I was basing adventures out of Sigil, so I tried to insert some of the mini-adventures without the overarching plot. A problem arose when I realized that some of the adventures don't even have their own goals, let alone conclusions, when used alone. I dropped that one quickly.</p></blockquote><p></p>
[QUOTE="JustKim, post: 3160429, member: 5478"] I played Planescape during 2E and had a blast. Earlier in the year I kicked off a 3E Planescape game, pre-Faction War, but had to drop it about a month ago due to personal problems. It depends. Do you care about Sigil? Do you want to preserve the philosophical tones of the factions? If so, pre-Faction War is the better Planescape. I say this having looked at what planewalker.com has done with the setting and not liked it at all. It has always seemed to me that planewalker.com is more about playing house with fan favorite characters and tooling with mechanics than converting Planescape to 3E. When I started my conversion, I really looked through the site (and its horrendous layout) for something to snag if only out of tribute for all the work they've done. I found nothing. My experience in 2E was good. My 3E group had a harder time of things because we meet infrequently and play for short periods. The problem with Planescape adventures is that they almost all begin with an investigation to find either an NPC or a murderer, and this does not work well at all broken up across 6 weeks of time. My advice in this situation would be to [i]get through the investigation quickly [/i]before the players get frustrated. My favorite adventure was Harbinger House. I still see copies from time to time so it shouldn't be difficult to find. Among my least favorites is Tales from the Infinite Staircase. It's a long adventure split into modular mini-adventures, connected to a planar device which removes the need for Sigil. I didn't like the device, because I was basing adventures out of Sigil, so I tried to insert some of the mini-adventures without the overarching plot. A problem arose when I realized that some of the adventures don't even have their own goals, let alone conclusions, when used alone. I dropped that one quickly. [/QUOTE]
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