Lend a fellow DM a hand?

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Sarrin's picture
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Lend a fellow DM a hand?

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.

Krypter's picture
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Lend a fellow DM a hand?

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.

ceratus's picture
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Lend a fellow DM a hand?

First of all, if your friends don't like planescape, something's wrong with them, so you should get new friends Eye-wink

Since i'm guessing that's not an option, here are a few other things you might try:

-After introducing them to the factions, make it possible for the PCs to join a faction...and then give the party quests originating from that faction, which will upon completion not only give material rewards, but will also increase that character's standing in the faction

-I would reccomend keeping the standard d&d races. They're a bit different from the "normal" ones, but they're still there

-Get some famous people to put in an appearance. Players always like to see well-known NPCs

-If they get themselves into a bad situation, present an unexpected portal as a way out.

-Throw in some Chaosmen...they always liven things up....

-Get a bullwhip...just in case my ideas don't work Laughing out loud

Sarrin's picture
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Lend a fellow DM a hand?

thanks! ^_^

these are all great ideas... espeacially the bullwhip....
and I hadn't thought about the famous people, that might help.

JasperDM's picture
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Lend a fellow DM a hand?

My advice is not contrary to these guys, but additional.

Treat your party as you would a prime one. Give them a core point, or home base, or favorite inn, etc. Try to make this on Sigil or the Outlands. Then as the party gets used to the place doing piecemeal stuff, as touts, bodyguards, knights of the crosstrade, etc, eventually start moving them to Outlands adventures, remember, everything's out there. I recently started mine with an ankh of ressurection stolen from a minor shrine of the Egyptian pantheon in a small town, not far from the gate town to Mt. Celestia. The whole party was neutral or evil. It was rather good.

Once they get the function of the Outlands and Sigil down, give them a job they've already done, but send them to an Outer Plane to do it. Have an aasimar hire bodyguards for her trip from Mount Celestia to Ysgard by way of the Outlands. Then have their return trip go some entirely different way, like snip it off with a fast portal, or slow it down with a ride through the Oceanus. Let them get the feel of planes that match their own mindset.

Then pull the rug out from under them the moment they get cocky and overblown. Oh, you know all about the Outlands, huh? What about that Concordant Dragon with the army of rilmani moving towards Acheron? You know what that's all about, huh? Yeah, that's what I thought. Send them out of their comfort zone, into dangerous climates and lands, and push that survivability to the limit.

To temper this, the best cure for gung-ho-ness is comfort zones. Give that sorceress a day of lounging and shopping for new wands with no one picking a fight. That barbarian from Ysgard? Taphouses and a good sparring ring. Let that rogue spend some of those gains for once. And let the cleric feel a little love from his god or goddess. Make sure to make them feel like they really are off the job for a session or two. That makes the new, refreshed rush all the more exciting.

Pacing makes any game hectic or smooth. The rest is flavor text.

galzion's picture
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Lend a fellow DM a hand?

If I had to add one thing to what has been said above, from my experience of trying to bring a prime group who had no experience of the planes (player or character), then it would be this...

Have a clear idea of what you intend to do with them, at least initially, when they enter the planes, and make sure, from your prime adventuring, that they are capable of dealing with it.

What I mean is; don't dump them into a situation where they might find that their wizard has only one effective spell (which he forgot to learn that day), the cleric is suddenly only a 1st level caster, and none of their weapons are even functioning as a +1. Nothing turns players off quicker than finding themselves in a no-hope situation, even if they should survive (I speak from both sides of the field here).

It's an easy thing for a PS-savvy DM to miss, that their PS-clueless players don't realise the limitations that plane-hopping can force upon them.

Nordom the Rogue Modron's picture
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Lend a fellow DM a hand?

The only other thing I could say that hasn't been said is to NOT dumb down the feel of the planes. Don't be like, "Ok, Arborea is like, bigger than the prime and stuff." Really add details that make the players remember the atmosphere. In the Waste? Let them know that the plane makes them feel like they're underwater. In Elysium? Tell them it's quiet- REALLY PEACEFULLY quiet- like an afternoon during a snowfall. Notice how things seem quieter when that happens? No car noises or anything. Anyway, find an expressive analogy for every plane and make it stick so the PCs remember just being in a particular plane, not just what they did.

Durandal's picture
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Lend a fellow DM a hand?

I'm doing much the same thing as the thread originator - starting a game in the Prime and then moving to the planes. I didn't start the thread, obviously, but I'd still like to thank all those who left advice - it has been quite helpful.

On a related note, does anyone know of or have a sort of planar cheat sheet? I have been looking for something that could help out, telling me who lives on what planes and what interesting things there are to see on the various planes. Thanks for any help, but everything so far has been very helpful.

Sarrin's picture
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Lend a fellow DM a hand?

that actually would be cool... I'll have to work on one once I'm done with my sigilian poker deck...

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