greetings

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DM joe
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greetings

Hi, Im Joe,
Joined this community as a resource to consult with you experts on PS; I am about to start a D&D 5e campaign for my regular group that has just wrapped up a 2 year campaign in the Underdark of Toril.

Palomides
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Hello Joe

Hello Joe
Are there any initial questions you have regarding PS?
Where do you imagine your campaign will go? Are you starting with new characters familiar with the planes or are you dropping a lot of clueless primes into it?

glaucon
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Hi

Greetings Joe,

Happy to help in any way we can.
Looking forward to your thoughts...

DM joe
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Hi, thanks for the warm

Hi, thanks for the warm welcome!!
I do have a a question; I am considering a primarily planescape campaign with elements of spell jammer; any tips on integrating both?
Has anyone here done it? Any tips or problems I should watch out for?

Palomides
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Yo ho

This may not be what you are going for; but, I modify the Astral (which I find a little dull as written) into a large swashbuckling arena with the githyanki as pirates and with visits to the planes and demiplanes as visits to islands (settled and wild).
I think it would be easy enough to have the PCs join the crew of a Spelljamming ship that can make the shift into the Astral and back again to the flow

glaucon
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yup

I couldn't agree more with Palomides. That's precisely the way I've always run the Astral. Silver Void seafaring abounds...

Palomides
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On a slight tangent

As an aside, I find that the possibilities of Planescape allow for a lot of different themes that might not normally be possibly. For example, a thread (which I can no longer find) was started with the Outlands being re-written to allow for various Wild West themes.
We suggested that there was a powder that had power inverse to the strength of magic. In the gatetowns, this chemical was mostly inert but closer to the Spire (where magic begins failing), this powder acted as gunpowder and let residents use six-shooters.

But the bigger point is that since the rules of any given plane can be defined as you wish, you can accommodate a lot of possibilities in one location that won't unbalance your game.

Jem
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-

There's an archived version of the Wild West thread over at mimir, http://mimir.planewalker.com/forum/wild-west-planes .

If you want to keep spelljamming important compared to planar travel, then I would suggest that travel between crystal spheres via Sigil should be difficult -- portals to Primes should be quite rare or difficult to access. The same should go for travel between Primes via the ethereal, which should be widely considered difficult or dangerous -- spellcasters capable of 7th level spells don't grow on trees, and the Deep Ethereal is full of mysterious dangers. So Sigil's portals would mostly be to the Outer Planes, with much rarer Prime portals, and perhaps elemental portals are even rarer (except Ooze portals, blast 'em).

By the way, there's a thread here on the forums where people share a bunch of Prime worlds for interplanar gaming; they were intended to have access from Sigil but if you want spelljamming to be a significant transportation route along with Sigil then maybe just alter or remove the descriptions of the portals. It's at http://planewalker.com/content/log-x-primes . You're welcome to contribute any interesting Primes your game visits.

Have fun!

DM joe
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Hi, thanks for all your

Hi, thanks for all your awesome input. I definitely want spell jammer tech to be tertiary/secondary at best; I want the primary mode of planar adventuring to be via sigil/portals. I may consider restricting spell jammers to the astral and ethereal and prime worlds.

KnightOfDecay
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A belated welcome from me too

A belated welcome from me too, Joe.

For a blend between Planescape and Spelljammer, you might search for 'Planejammer'. There should be an extensive campaign log from a campaign started by Loki. Maybe you can draw some inspiration from it.