This will be a Planescape game (natch), using Pathfinder rules.
I am still debating the plot, and would like input on it from prospective players (since I don't want to come up with something on my own that would alienate people).
I'm more interested in seeing everyone come up with a character they'd want to play, and then create a story that could involve them.
The Tone/Style of this Game
I'd like for this game to focus on the sense of wonder and infinity found on the planes, as well as the importance of own's philosophy and view of the meaning of the multiverse.
As such it will emphasize more on exploration, environment, intrigue, and character than combat, and I would like to keep the rules fairly casual and not get too pedantic about them (and streamline the dice rolling as much as possible, so it doesn't bog things down).
Again, I don't want to dictate too much and am open to suggestions, I'm really more concerned with being able to explore the setting's themes than getting too hopped up on mechanics.
Regarding the Lore
I want to keep close enough to the themes of the setting, but also want to allow individual interpretation. I myself will probably take a lot of liberties, mostly to make things a bit more convenient and open-ended.
However, to provide some ground framework for everybody's reference, here's what I'm going for:
* The Great Wheel exists, but it's not the be-all and end-all of the cosmos. There are other planes / clusters of planes out there.
* This won't be in continuity with the storyline of the as-written setting. In general, it will appear closer to pre-Faction War 2e setting. However, the power of the factions in Sigil will be a bit downplayed, the 'kriegstanz' isn't so serious business, nor is there an edict from the Lady limiting them to fifteen.
* The philosophies of the factions transcend the organizations themselves. For a metaphor, the faction is like the Catholic church, the philosophy is like Christianity overall. So you can believe in the philosophy of the Harmonium and have your own interpretation on the harmony and conformity it espouses, without being beholden to the organization. So go for an interesting philosophy, don't feel it has to come with the baggage of a group.
Anything from here should be fine, unless it's something really out there.
Also, anything from the 3e planescape files from here are as well.
I'm fairly permissive, so you can also ask for things from other sources (whether Pathfinder specific, or other d20 that just needs some reworking).
Let's go with Level 5, 10,500 gold for items, max hp per die, 25 point buy for ability scores (But 1-for-1, NOT the listed chart scaling).
Two traits, no flaws.
Fairly tough and experienced adventures, but not still on the lower scale of things.
In regards to other things, alignment, faction, etc.
Your character can be anything, but they shouldn't be so extremist in their views and allegiances that they can't put a group of friends/comrades first.
So they can be evil, but not a treacherous, baby-eating prick.
They can be lawful, but not completely inflexible.
They can be a Paladin in the Harmonium, but still chill about stuff.
No loners, traitors, or whatever that will destroy an adventuring group.
TBD, open to suggestions on how to handle these.
Feel free to ask for questions and clarifications.