Getting Planescape right: DMing Planescape for the first time

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Shadowbite's picture
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Getting Planescape right: DMing Planescape for the first time

 

 

I'm planning on DMing a relatively short detour (maybe about 3 levels worth) through the planes in order to give our regular DM a chance to play and for me to have a chance to DM my favorite setting. Now my group is unfamilar with Planescape and are mostly familar with Birthright and some Forgotten Realms. We'll be playing with 4e rule set but the 2e Planescape cosmology with some additions (I'll probably make the Feywild part of Arborea). The party has only adventured in Birthright, and I'm planning for them to get sucked into some sort of portal and deposited right into Sigil at the end of my DM's adventure arc (details to be worked between him and I). The characters at that point will probably be 12th lvl if not a bit higher (at most 14th lvl). 

What I'm most worried about is how to DM planescape right. How to evoke the sheer wonder of the planes and not bore anyone. So I'm asking for DMing tips from those more knowledgeable and experienced that I. My group enjoys role-playing with the ocassional battle thrown in as a change of pace. I guess some questions include, should I and how should I start introducing Sigilian cant? How about big planar concepts like the idea of belief=power and the rule of threes. The factions don't seem all that tough to introduce, I'll probably start small with them being forms of employment that slowly try to indoctrinate the PCs. In short I want my PCs to have a good time and experience planescape. So any advice is welcome.    

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I was in this situation a

I was in this situation a while ago. My campaign uses the 3.5 rules but is based one the AD&D sources. And none of my PCs had ever played planescape even though it's my favorite setting.

In my opinion, the right way to DM planescape is to show the PCs how completely different it is from any other setting they've ever played. Yeah, they've seen orcs, trolls, elves, dragons. They've fought mages and undead. Probably worked through a bunch of traps and had some decent roleplay. Why is planescape different than those other settings? This is where to start with how to emphasize your game.

As for the cant, start with it immediately. If they're clueless primes, I'd make them feel that way in Sigil to start. Throw them into some very weird situations and have the NPCs talk to them with the cant. If it's too much for them to adjust to all at once, you can use Mimir's and Tout's to help them get more 'adjusted'. But then I'd show them the unbelievable wonders of the planes and Sigil. I always have fun taking clueless primes to the Night Market. That always messes with em'. Make sure to show the things in planescape that 'make sense' but don't work out in the primes. For instance, have some Fiends and Celestials walking down the street in Sigil and, dare i say, possibly even conversing?

For me, one of the biggest things to do is: describe, describe, describe. If they haven't played planescape before they really are clueless!  They won't know anything about razorvine or the Dabus constantly changing Sigil or the Knights of the Post, for example.

But most importantly, since it is planescape...it's your game. There is no *right* way to DM planescape. There are no hard and fast rules or things that must be done (or not done). Have fun with it and I'm sure they will also.

Shadowbite's picture
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Thanks for the great

Thanks for the great advice. You're especially right about capturing the sheer otherness and evoking the wonder of the planes. You hit it right on the head with describing everything. One of the players in particular really goes for that. He enjoys detailed descriptions of a world that he feels is alive with change, that let him really get immersed in the game.Should be right up his alley.

Introducing cant seems like it will be pretty easy. In our own game we've made up our own version of thieves cant and I think it'll come across really enjoyable (especially if they start mixing up cant and getting into misadventures because of it). 

minor question. What exactly is the Night Market? I don't recall reading about that? From the name alone, I'd guess it's the Siglian Black Market. Care to give me a description Smiling

Thanks again for the advice. If anyone else has some advice I'd love to hear it (heh need all the help I can get). 

 

 

 

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Here's a great planewalker

Here's a great planewalker thread on the Night Market.

/forum/encounters-night-market

A fair warning, the night market can get pretty graphic. I borrowed a lot of material from that thread for a foray into the Night Market in my campaign. The PCs loved it. Some of them keep asking to go back. But my planescape campaign is rather dark and gritty.

Hope your campaign rocks. Post how it goes if you'd like. I also wouldn't mind hearing tips and/or lessons learned from other DMs.

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The first time I DM'd

The first time I DM'd Planescape, the first adventure involved the main PCs getting picked up and held by the Harmonium for being too near somebody else's fight, as "material witnesses held for questioning".  There were some good and bad aspects to this.  First of all it would not have worked except that they were predominantly Lawful, and not wanting to resist what appeared to be authority figures in a new, strange city.  (BTW, it was foggy and dark when they arrived, so it wasn't until they got out that they noticed the torus shape of Sigil.)  I did kind of railroad them but I did a good job of showing many different and competing Factions running the holding area of the Ward; Harmonium, Minder, and Mercykiller turnkeys, Bleakers providing the prisoners' gruel and occasionally breaking one out, Fated and Guvner lawyers running around, etc.

Once freed (thanks to a 'generous' donation from an Athar 'bennefactor') they actually left Sigil suddenly and unexpectedly via a portal and became embroiled in several competing scemes in one of the gate-towns involving a possible border shift.  This I did a bit better.  Basicly, I was able to make the PCs feel like pawns on a chessboard, ones that could be moved by several players at once, but pawns nonetheless.  The big pieces were moving around too, but they mostly had to stay out of their way.  Without boring you with too many details, the main mission of the adventures involved running around Plague-Mort planting flowers, dealing with the locals and avoiding any one of half a dozen groups that are pursuing one or more of the PCs for various reasons, some of which were philosophical. 

I think these indroductory adventures had some very good elements you might like to try.  Making the PCs feel useful, but in a minor-piece-in-a-larger-game way worked really well.  Having several groups with competing, sometimes conflicting, agendas also worked, since the PCs could then make decisions as to which Factions/Sects they could line up with philosophicly.  Also, having variations within each of the groups was good, too.  The Chaotic Evil Cypher became a major nemesis for one PC, even th ough he became close to Cyphers in Sigil afterward.

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Don't forget belief. The

Don't forget belief. The outer planes are literally composed of ideas. The players should be challenged to figure out how their characters think and what they really believe in.

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Shadowbite's picture
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Good point Bob.  My

Good point Bob.

 My group has dealt with devolping personal beliefs to some degree in Birthright, when the rightful ruler (and our employer) committed some questionable deeds while reclaiming his throne (namely torturing his archenemy for hours before finally killing him). We then decided he was no longer fit for the throne and deposed him as well. Our group apparently didn't buy the whole ends justify means argument.

 Any advice on working personal belief into a planescape campaign? And perhaps showing its impact on the planes? I'm digging the personal experiences that others have brought up. Thanks again for the help everybody. 

 

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Shadowbite wrote: Any

Shadowbite wrote:

Any advice on working personal belief into a planescape campaign? And perhaps showing its impact on the planes? I'm digging the personal experiences that others have brought up. Thanks again for the help everybody. 

 

I've wondered a long time about this question. I've even asked how to realize the power of belief through game rules. And for some reason I expected some mind-blowing insight into the mysteries of the planes. Sticking out tongue

After reading the first Planescape Campaign Setting, Planes of Law, The Factol's Manifesto, and Well of Worlds as well as through information from both the other inhabitants of this site and their writings I have come to actualize that there are roughly three ways to to let belief affect your campaign:

 

- The Factions. The Factol's Manifesto and to a lesser extend the Campaign Setting offer you special ablities and qualities a character may possess through the belief in her faction's philosophy (these abilities can be represented quite well using the affiliations-rules from PHB II; I'll see if I can find the thread discussing this).

- Gate towns and planar layers. If the behaviour of the majority of folks in some place on one outer planes becomes too similar to the worldview of another plane (most often a neighbouring one), the place gets lost from the former and becomes part of the letter. If for example everyone in the Gate Town of Bedlamacts as mad as Pandemonium is, the town shifts through its gate and becomes part of Pandemonium. Also it is rumoured that the Harmonium lost the third layer of Arcadia this way, pushing it to Mechanus...

-The tough option of hard truth - It's up to you. While the first option runs the risk of becoming as mechanical as class features whe handled badly (clueless like me face such risk... Smiling) and the second option is probably being to dependent on large masses of NPCs to work, this one is most likely the most remarkable one, if handled right. As a matter of fact, I'm actually pretty much clueless how to put that into practice...

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Calmar wrote: Shadowbite

Calmar] <p> [quote=Shadowbite wrote:

Any advice on working personal belief into a planescape campaign? And perhaps showing its impact on the planes? I'm digging the personal experiences that others have brought up. Thanks again for the help everybody. 

 

- Gate towns and planar layers. If the behaviour of the majority of folks in some place on one outer planes becomes too similar to the worldview of another plane (most often a neighbouring one), the place gets lost from the former and becomes part of the letter. If for example everyone in the Gate Town of Bedlamacts as mad as Pandemonium is, the town shifts through its gate and becomes part of Pandemonium. Also it is rumoured that the Harmonium lost the third layer of Arcadia this way, pushing it to Mechanus...

 

In my PS campaigns, the PCs have had major adventures in two gate-towns, Plague-Mort and Bedlam, each one involving border shifts, where part or all of the gate-town flips over to the outer plane. 

In Plague-Mort they were 'hired' by a fallen deva to plant flowers and generally make the town a better place to live in a small way in order to anchor it, and keeping it from falling into the Abyss.  I think the border shift plot line is a good way to introduce new players to the power of beflief because it does not rely on traditional hack-n-slash to solve (unless it does).  I suggest you choose an interesting gate-town you like, or your players would like, and have them go there at the edge of a shift.  Their beliefs, and what they do to express them, either help keep the town on the Outlands, or help shift it.

Bedlam was a town that ended up being so much fun the first time around, I sent the party back on a bigger adventure.  I enjoy making NPCs, and a town like Bedlam is a fun place to do so for.  Characters go a long way toward making a town of barmies and addle-coves come alive.  In the spirit of sharing I'll do a run-down of the ones I used (in addition to ones from the PSCS);

- "The Mayor" The local Xaosotect Factor, everybody in town falls over themselves to make him happy, because when he's unhappy half the town burns down from fireballs and metior swarms.  Luckilly, he really is a friendly and likeable, if absent-minded, old fellow.

- "The Windlancers" Really only a single poweful bariaur paladin who thinks he's the captain of the town guard.   He will occasionally deputize PCs or random locals to help deal with major trouble.  He referrs to everyone as  either 'Citizen' or 'Troops' (note troops is always plural, even he's just talking to one person).

- "The Master of Disguise" A barmy beholder, who telekineticly carries clothes under him to mimic humanoids.  It doesn't think anyone can tell the difference, even though its 'head' is ten feet wide.  Its a pretty good tailor though, and 'mimics' other folks in town, staying in character.  It also dresses up as a few unique individuals, or people it already disintigrated.  Its most dangerous personality is 'Big Hat', one of the bosses of the local criminal underworld.

- "King Rat"  Wererat.  Owner of 'The Werehouse', a gambling den for lycanthropes, where they only use silver coins.  He thinks he really is a king in a grand palace, and his people humor him.

- "The Emperor of the Dead" Vampire, dustman, and town undertaker.  He also runs 'The Emporium', a massive pawn-shop where he sells and trades trinkets taken from his 'clients' as town undertaker.  The Emperor and King Rat hate each other, since each think Bedlam is HIS kingdom/empire.

- "Dominique" S&M Vamp and Sensate, who worked for the Emperor, but was scheming as much as an under-spawn vampire could, to supplant her master.  Yea, some parts of the adventure got R-rated.

- "The Rainbow Slaad" Rennbu.  If you don't know who that is;  An extremely powerful Death Slaad, most poweful of the race, can herald a particular aspect of chaos and become a unique slaad.  Rennbu became master of change.  He has the unique ability to change another slaad's color (and therefore powers) by touch.  He can also change the color of anything (or anyone) else he touches.  Generally this doesn't affect a non-slaad's ability scores, but it can be anywhere from embarassing to downright dangerous, since he enjoys turning drow int o light-skinned elves, red dragons' scales silver, etc.  Oh, and as a unique slaad he's about as tough as a demon lord, so good luck stopping him from 'redecorating'.

- "The Druid"  Bariaur druid who has a large house turned inside out.  The interior is a lush garden.  He occasionally allows travelers to sleep for a fee, though he only accepts useful items in barter.  'Batty Beni' Bornehoof believes that he's the gardener of the grounds outside an insane asylum, which evidently includes the rest of the muliverse, since he won't leave Bedlam.

- "The Priestess"  A rakshasa venerator of all powers who ran a shrine dedicated to all the gods.  Basicly I was going for an evil Godsman, but since the party didn't deal with her too much, she never really got fleshed out. 

- "The Turnkeys"  In my take on Bedlam, I had the upper and lower towns separated by a major wall, patroled by doomguard.  It could be bypassed by either going through the graveyard and town quarry (dangerous), or through the tunnels, a slum for underground-dwelling races that has a branch of the styx flowing underneath (dangerous).  The Doomguard controled who stayed down in the really barmy part of town by the gate and who got up into the semi-sane society of the upper town and citadel.  Of course, as Doomguard they believe in Entropy, so that's what guided their decisions about who got to pass in which direction.

- "The Misguided" Actually a general term for good samarans and vigilantees around town. Ones that help the Captain get called "Windlancers".  Really, they need all the (PC?) help they can get in a place like Bedlam, but there are a surprizing number of helpful berks even here.

 

 

Calmar's picture
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Those are some cool NPCs!

Those are some cool NPCs! Smiling

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--Bel the Pit Fiend, Lord of the First (in a quiet hour of privacy)

sciborg2's picture
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Re: Getting Planescape right: DMing Planescape for the first ...

Is that Night Market thread still around?

Also, this whole subject would make a great article, ideally by someone who has DMed a PS game (I never did unfortunately).

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sciborg2's picture
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Re: Getting Planescape right: DMing Planescape for the first ...

Is that Night Market thread still around?

Also, this whole subject would make a great article, ideally by someone who has DMed a PS game (I never did unfortunately).

__________________

Health Resources: Register family with 911 services, so providers will have info prior to emergency/disaster. Also mental health info & hotlines, articles, treatment assistance options, prescription assistance, special needs registries, legal aid, and more!

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