My PS campaign started today. Seemed to go pretty well; ran them through Chapter One of the Great Modron March (trip to Automata) to acclimate one and all to the glories of Planescape. Upon their return to Sigil I'm going to need to decide whether to place this pre- or post- Faction War and frankly, I'm torn. On the one hand, I vastly prefer the pre-Faction War kriegstanz with its frisson of barely-repressed hostilities (as opposed to the almost post-apocalyptic expiation that post-FW Sigil has); on the other, the new PSCS takes FW as canon, more or less, all the factional feats have been written to represent that, and I'm not particularly eager to try writing up balanced factional feats on the fly.
Mechanically, it's not going to matter much when we decide on FW since I've restricted the players from joining a faction for a few more runs at least. [They might make namer in some of the more popular factions, e.g. the Sensates, but they won't get anything meaningful from it until then.] In terms of the theme, though, it makes a huge difference, especially since I'd like to run a mostly Sigil adventure next in the wake of the March. So: what are people's thoughts on the question? Is the barrier of not having factional feats (or factional PrCs) too high/too irritating to surmount? Should I succumb to the siren song of pre-existing, and therefore presumably somewhat balanced, feats and such? And what are people's experiences running the 2e adventures converted into 3.x?
Yeah. Honestly, that's why Planewalker's use of a post-Faction War setting as the default bothers me.
Zach Shuford's Kriegstanz site is pre-Faction War. It may or may not be perfectly balanced, but he tried hard and someone has to test things out.
There should be other faction feats on Planewalker, of course, by Xan and others.