ok, so I'm starting a new campaign for my players, and I have a problem. I want to eventually send their charactors to the planes, leveling them up a bit first on the prime, in a world of my own design. the problem I speak of is that I have never sucessfully DMed a Planescape campaign. the last time I tried one with this group it was an utter mess, with all sorts of screw-ups by yours truely. thus, no one in the group really trusts planescape anymore, and I HAVE to show them how cool it can be!:cry:
anyway, tips would be much appreciated. I think I have it covered, but I can't be too carefull... also, for I won't have the new book for another week, so forgive me if references go over my head.
Well, your request is pretty vague, but I can offer some suggestions:
1. Keep tight control over all portals. Nothing worse than players suddenly deciding they want to visit the 439th layer of the Abyss when you're not ready. Be very stingy with portal keys, and make sure beforehand that they lead to areas you have covered and are part of the adventure.
2. Remove all the standard D&D races such as dwarves, goblins, elves, halflings and dragons. Replace with modrons, rilmani, aasimar, tieflings, bariaur.
3. Emphasize the beliefs of the various factions. Stage a street fight between the Harmonium and the Doomguard as an example.
4. Show them cool but safe places that don't exist on the Prime planes. For example, the planetoid cities of Djinn on Elemental Air, or the beast-filled gate town of Faunel. If you send them to nasty places all the time they'll get frustrated and think that planescape is only about killing demons in Hell.
5. Try to get the players to pick up the Cant. It really does add a lot of flavour to the game, even though it sounds cheesy at first.
If you want more advice, give some examples of your troubles.
Good luck.