The planes are a fantastic place that offers lots of possibilities for interesting locations an adventures. But I guess that the philosophies on the planes should have an important impact, even (as in the case of my campaign) when the story does not center around them.
So how can I (playing in post-FW) create the feeling for my players, that the right belief is at least as important as a better new magic weapon?
The first step is deciding that's what you want to do.
The second step is convincing *them* that's what they want to do.
And then keeping your trap shut when they start talking about it in game.
But, for actual *techniques* to encourage this approach. Hm.
The easiest and standard way is to use the factions (no they're not gone after FW, just moved location) but that's more of a setting excuse for it. The biggest flaw with just tossing the factions out without any GM guidance, is that if your players aren't feeling it they may treat the factions as "just another oddball group" and not get that this what *they* are supposed to do. There's a simular vulnerability with clerics and churches too actually.
One way I've seen to get people actually *interested* in the belief mechanics is to let the players see someone do something that's "incredibly cool". And when they ask, they find out the only way to *do* that is via belief... that gets them interested in it.
Once they *are* interested though, you need to find a good way to 'measure' their beliefs. A player can (and should) have their own interpretations of the belief and how it should manifest in their actions. This may not be *obvious* at the table though since that sort of thing is very much inside their head. You've got to give them the chance out of character, and preferably in private, to explain their motivation. Once they start considering their motivations, that should help them out considerably - and gives you a chance to reward them for it and gear the story to play off of it more.
You need to give your players the feeling that their own philosophies really have impact on what's around them. You may want to toss them into a 'grey' situation - where their words and suggestions influence the decisions of others and there *is* no clear answer. Just make sure that the people they're talking to put up enough resistance in the debate that your players really get into the depths of it, without putting up so much resistance that the players give up.
Alternatively, if you have at least one player who already does this sort of thing - talk to them in private and conspire to spread that philosophy around.
Then, give them opportunities to shine. For example:
In a recent game I played in, my GM had us running to get stop an ally of ours from committing suicide after her whole life fell apart. She was sitting on the edge of a diefic domain, and when we teleported in - we were shunted into the domain itself to explain to WeeJas (or her proxy) exactly what we were doing. Then, given her status as a power of law and death and magic, we had to explain why we *should* be allowed to go 'save' our friend from her own choice, justifying our intervention and our actions since it's not a given that one actually has the *right* to interfere in anothers death - at least not to Wee Jas.
That done, once we found our friend, it was then *another* conversation to convince her to stay alive - as this close to the domain, we couldn't just clonk her over the head and take her someplace more sensible to talk.
There's nothing quite as fun as seeing a Doomie of the 'break-things' kind, trying to talk someone else *out* of suicide. In her case it came down to: "Everything falls apart. Including your enemies. There's no need to do this *now*, don't you want to live to see them down and out too?"
Our local psuedo-existentialist/Bleaker came out with: "Right now there is nothing, absolutely nothing more that they can do to you. They've taken all meaning and purpose from you - but now, with nothing left - you have everything to gain. You can't go any further down than this. And now - it's truly *your* choice what meaning you want to make in your life. You're stronger than you've ever been."
That's the sort of scenario and arguement that gives the best opportunity for your players to explore what they're doing.