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<blockquote data-quote="Tzarevitch" data-source="post: 3160533" data-attributes="member: 1792"><p>I have run it in both 2e and 3.5e. My 2e game ran for years. For 3.5e I did a Planescape/steampunk game with Sigil as London and dwarven steam trains and gnomish zeppelins traversing the planes. </p><p></p><p>I modeled the Bloodwar on WWI with Hellish and Abyssal forces clashing with fiend-possessed ironclads and tanks. The PCs got a real susprise with a goristro with half-fiend halflings manning the machine guns mounted in the pillbox on its back. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Truthfully, in Planescape anything works as long as the DM can sell it convincingly.</p><p></p><p>I also recommend <em>Eternal Boundary </em> and <em>Harbinger House </em> as adventures to run. They are both fairly low level. <em>Tales from the Infinite Staircase </em> (or something like that) is not bad either. <em>Dead Gods</em> is fun too. Avoid <em>Deva Spark </em> and <em>Something Wild</em>. They aren't worth your time. <em>Doors to the Unknown</em> is great too but the ending falls flat. You just need to fix it. (You can get all of these cheap as PDFs)</p><p></p><p>There is also an anthology of short Planescape adventures whose name excapes me at the moment. Most of them are only ok as is, but they do well as adventure seeds with some alterations and expansion. They just aren't beefy enough for 3.5 as is. </p><p></p><p>The <em>Hellbound</em> set is also a must. The adventures inside are good. You will have to read them first and carefully decide if you want your campaign to go that way though. </p><p></p><p>Personally, I didn't like <em>Faction War</em>. I only ran it because I was ending the campaign. </p><p></p><p>Lastly, download WotC's 3.0 info on the modrons. You may need it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 3160533, member: 1792"] I have run it in both 2e and 3.5e. My 2e game ran for years. For 3.5e I did a Planescape/steampunk game with Sigil as London and dwarven steam trains and gnomish zeppelins traversing the planes. I modeled the Bloodwar on WWI with Hellish and Abyssal forces clashing with fiend-possessed ironclads and tanks. The PCs got a real susprise with a goristro with half-fiend halflings manning the machine guns mounted in the pillbox on its back. :) Truthfully, in Planescape anything works as long as the DM can sell it convincingly. I also recommend [I]Eternal Boundary [/I] and [I]Harbinger House [/I] as adventures to run. They are both fairly low level. [I]Tales from the Infinite Staircase [/I] (or something like that) is not bad either. [I]Dead Gods[/I] is fun too. Avoid [I]Deva Spark [/I] and [I]Something Wild[/I]. They aren't worth your time. [I]Doors to the Unknown[/I] is great too but the ending falls flat. You just need to fix it. (You can get all of these cheap as PDFs) There is also an anthology of short Planescape adventures whose name excapes me at the moment. Most of them are only ok as is, but they do well as adventure seeds with some alterations and expansion. They just aren't beefy enough for 3.5 as is. The [I]Hellbound[/I] set is also a must. The adventures inside are good. You will have to read them first and carefully decide if you want your campaign to go that way though. Personally, I didn't like [I]Faction War[/I]. I only ran it because I was ending the campaign. Lastly, download WotC's 3.0 info on the modrons. You may need it. :) Tzarevitch [/QUOTE]
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