Hello Planewalker members. I am a longtime gamer but just arrived new members to these forums...
Anyway... I'm planning a rather weird Planescape game for my group soon. Basically D20 modern/Planescape...
I have read the Modern planescape project but that's really not what I'm looking for. What I want to do is take pcs from the a setting I've created (sort of a mix Dark Matter/Urban Arcana) and have them discover the multiverse by having them getting involved with a UN group that recently discovered a previously unworking planar portal that leads from Earth to Faerie.
I'm going to go with a setup where Earth, unlike other prime worlds has had it's magical levels fluctuating over the centuries and thus because magic waned, technology took magic's place in the world. However now magic is on the rise again and the old doorways are opening up again...
As a side question:
With that in mind I read over the ready made ready-made Urban Arcana adventure and in there the pcs discover a group called the planar trade consortium led by an ogre mage called Estevan who has access to a planar portal out of earth...
Now I'm not the most informed planescape fan. But I seem to remember the Planar Trade Consortium from my old 2nd edition days. Is my memory deceiving me?
Anyway back on topic...
Anyway, my idea is to run a sort of Stargate like campaign with the pcs discovering weird worlds, getting into trouble, making alliances, etc.
As the campaign progresses, my idea is to have Earth's goverments getting pulled into planar politics and having the pcs working to bring Earth up to speed on how things really work.
So here's where I need help from you guys. As part of the story arc, my idea is to have earth's reemerging magic catch the eyes of planar forces and having them all race to seize the opportunity to cash in on a rediscovered prime material world.
Problem is I can't think of a good long term antagonist for the pcs. Not becausee I don't have lots of options. But I'd like an original enemy and try to steer clear somewhat of the usual demons, devils and such. So I'd appreciate suggestions...
Another thing I'd appreciate some suggestions is how I could introduce a party from earth to magic and such without jumping the gone too fast. I want them to start off on earth discovering magic, the supernatural etc. To do this I'd like to try and use real world mythology, have tme explore ruins etc.
My third problem is real world mythology is quite far off from Planescape and oven in real world mythology, most places that would qualify as outer planes don't have travel to there work in the same manner as the way Planescape describes it. I'd appreciate suggestion son consolidating these two topics
thanks in advance
Nope - it's not decieving you. That was in fact the PTC from Planescape.
In order to help you with some good opponents for your PCs - I need to know what PCs you have really. I always prefer to put bad guys out that your players and player characters can really take a *dislike* to. So tell us about your crew.
For starting them off slow - I would start them off with local Earth ruins and maybe some portals leading to fairly remote or isolated areas. Demi planes, other Primes, and remote backwater locations on the planes. Remember, not all Clueless are Primes - there're plenty of isolated pockets of relatively ignorant people in the Planes too. I definately wouldn't so anything mind blowing like major cities at first. So when they DO first wander out into a major city it's a major 'wow, we... we're... oh god we're not the big fish' sort of moment for them. That should also limit the exposure to the truely exotic and high level magic for the group.
As for your last question about travel on the Planes - I hate to say this, but... you lost me in the sentence there. Can you rephrase that question a little? I'm not really sure where you were going with it.