Planescape musings

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vini_lessa's picture
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Planescape musings

I love Planescape. Its one of the greatest rpg settings for me. But as I was looking at my Planescape collection today, I got to a conclusion, and I would like to know what you guys think of it.

As a purely evocative, mind-blowing, thought-provoking, Neil Gaiman-surrealist setting, Planescape is at its best as only the core box (and maybe with Factol Manifesto and Faces of Sigil added in) than as a full gaming line. I mean, the original box had those big brush strokes, with a lot of empty spaces that the players could fill with their own imaginations, but that also pointed to great things to come. But then came the "Planes of... " boxes and it really failed to deliver IMHO. You see, these boxes gave the planes a kind of limiting feel, and kind of structured them like glorified dungeons with their own monster ecologies and even levels (!!!), instead of depicting them as the infinite and wondrous places they should be.

I cant stop thinking how those "planes of..." expansions would fare in the hands of authors of really cool gonzo-psychodelic settings like Unknown Armies, Everway or Over the Edge (Stolze, Tweet and Tynes?). Even the electronic PC game "Planescape: Torment" managed to portray a more ingenious and surrealist version of the setting, IMHO, making the original look too "normal" in comparison. So, even if I love the setting, I feel its only great at its more basic premises, and really fails to deliver the more it tries to structurise and expand on those.

Thoughts ?

sciborg2's picture
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Re: Planescape musings

Have to respectfully disagree, though I do see what you're saying. Sadly, and perhaps most bizarrely, Planes of Chaos felt like the most mundane of the bunch.

Planes of Law and Planes of Conflict were pretty awesome. The Inner Planes book I thought was simply magnificent, a breath of fresh air and wonder.

I think the thing is the game was based on a system and culture that wasn't wholly connected to the surrealist, picaresque gaming of say Mage: The Ascension - when it was in the Umbra anyway - or Nobilis.

This kept it from flying too high into the surreal, but I don't know if that was a completely bad thing. The setting had to be many things to many people, and you can see biases creeping up in the lot of the books. Which irked me at the time - well only the biases against my own teenage anarchist heart haha! - but sort of shows the beauty of the setting all the same:

A game of philosophical battle whose production itself becomes a stage for philosophical battle. Meta, dude, way meta. Smiling

For example, back when D&D used the Great Wheel and they had a forum for it, I remember thinking how some boarders' works were more beautifully surreal than mine but also how others were more grounded and visceral.

Even here, you can see people taking the game from different perspectives. I think it's a good thing, because it shows the potential for Planescape to be many things to many people.

And now I will stop my insomniac rambling...

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Wicke's picture
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Re: Planescape musings

I think the problem with the Planescape line, if it can be said to be a problem, is that it needed to strike a balance between the gonzo-crazy potential of the setting and maintaining it as D&D setting (which carries a lot of expectations along with it). When you describe the planes as basically large dungeons with their own monster ecologies, I think that you're running up against that balance.

I want to say more, but I can't collect my thoughts well enough right now.

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Re: Planescape musings

I have to disagree as well. Besides, I don't think those limits are a bad thing. Not to mention that you can always drop in whatever type of location you want on the layer/whatever, which solves most of the problem with limitations.

ripvanwormer's picture
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Re: Planescape musings

I agree with the original poster. Zeb Cook's style was just different from subsequent Planescape authors, a fact that's obvious when you see the rare followups he did in magazine articles. He had a real handle on surrealism, while Monte Cook, Colin McComb, Wolfgang Baur, Ray Vallese and the rest wrote what was closer to a typical D&D experience. This was necessary to some degree, as pure surrealism makes for engaging reading but is difficult to craft a D&D adventure from.

Other Planescape products have their own strengths, but they don't exactly match the original vision.

As for the boxed sets, Planes of Chaos was disappointing. The Pandemonium sites and things like the Infinite Staircase are awesome, but the rest was pretty rote. In Planes of Conflict, Colin McComb's Liber Malevolentiae was pretty great, but the Liber Benevolentiae was mostly weaksauce. In Planes of Law, Wolfgang Baur's work (Acheron and Mount Celestia) was by far the strongest, though Colin's stuff (Baator, Mechanus) was okay.

Hyena of Ice's picture
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Re: Planescape musings

Yay, it's Rip!
Oh, what did you think of Inner Planes, BTW? (granted, surrealism is WAY easier with those)

Also, even if there isn't enough surrealism in the Inner and Outer planes for your tastes (as is somewhat necessary, as Rip mentioned), this IS Planescape. The Multiverse is hardly limited to the Great Wheel, Sigil, The Inner Planes, and the prime.
There are countless demiplanes, including those found within dreams, living organisms, an organism's mind, and even books and paintings if you have the right spell/power/artifact. Now THAT can get surreal-- entering a bookscape-- or imagine entering MC Usher's Stairs painting for a good old-fashioned Beatles/Scooby-Doo-style chase. (Of course, you'd need some very limiting rules for playing in a bookscape or painting-- mainly on taking objects back to the real world-- otherwise, there would be some crunch AND fluff issues with balance if say-- the PCs or villains could enter a painting and bring an additional Rod of 7 Parts back with them to the real world)

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Re: Planescape musings

Like Vini Lessa in the original post, I also wish there was a little more of the bizarre ideas; but in general, I don't think I've ever been horribly disappointed with a Planescape product.

Another pro/con with the gonzo ideas is that its hard to put out something that appeals to everyone. Look at "The Faction War": that's an "out-there" concept that would have made a great thread on this board but I know very few people who actually implemented the changes in that module. (Of course, it doesn't help that in addition to being a wild idea, TSR wanted to charge us $15 (or whatever) for the priviledge of reading it. If it had been a free thread on this site, I might have found a lot more entertainment in its epic premise)

One of the reasons that I lurk about this site is that so many posters come up with some great ideas. While I might personally only like about one in five, and might only plan to use one in ten in my personal campaign; I love when people push my imagination.

With regards to the position of "it's not wierd enough for you, change it"; I fall back to the argument I make concerning the Forgotten Realms. Even though that setting is WAY too magic-intensive for my tastes; I like the setting in general (except for Elminster who is a complete Mary Sue whom I wish would fall into a bottomless hole in the Abyss - sorry not the time or place for that rant).
While I don't have as much magic in my campaign as FR does, I like that someone is pushing the boundaries of how magic is used in the "normal world". I don't need help building a low-magic medieval city; I know enough to do that. But my imagination hasn't come up with some of the inventive concepts those writers have. I might only use one in five of the ideas presented but still, that's one idea I didn't have before.

I would also like to second the hurray for the re-emergence of VanWormer!

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Re: Planescape musings

David "Zeb" Cook's stuff did have a more consistent surrealist vibe than subsequent authors, as @ripvanwormer points out. It's strange that Wolfgang Baur, Monte Cook, and Colin McComb's written Planescape works seemed to branch away from that surrealism...especially considering Monte's work in Beyond Countless Doorways, Wolfgang's Open Design projects, and Colin's involvement in PS:T (all having elements of weirdness to them).

Actually, there was an interview with Monte where he reflected on wanting to write a time traveling Planescape adventure, but it was deemed "too weird" by the powers upstairs. Here's the quote:

Quote:
DAM: With all of the bizarre and original ideas floating around the Planescape universe, was there anything that you came up with that was later decided to be too weird to include in the original campaign setting? Any cool 'directors cut' information?

MC: I wasn't involved with the original campaign setting. That was all David Cook. However, later on-when I did get involved-I wanted to have an adventure that involved time travel, where the PCs go so far back in time that they see that the planes are all different, Sigil and even the Lady of Pain are all different. Everything would have been sort of "prototypical" of its normal version. For example, there would just be an "Upper Plane," a "Lower Plane," a "Chaos Plane" and a "Law Plane." The Blood War wouldn't have started yet. The Lady would have just finished the City of Doors, and there wouldn't be any factions yet. That was deemed too weird.

And a link to the whole Destroy All Monsters interview: http://www.angelfire.com/oh3/destroy/monte.html

Personally, I think the original boxed set presented a promise of a setting which engaged with metaphysical ideas, ethical dilemmas, and surrealist concepts. For me, at least, that promise was never fulfilled in the other books - it was up to the DM to figure out how to evoke the strangeness.

vini_lessa's picture
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Re: Planescape musings

Great posts there, people. Thats why I like this site so much. ^_^

Quote:
personally, I think the original boxed set presented a promise of a setting which engaged with metaphysical ideas, ethical dilemmas, and surrealist concepts. For me, at least, that promise was never fulfilled in the other books - it was up to the DM to figure out how to evoke the strangeness.
Yes, thats exactly my thoughts.

So, do you guys think there may have been an explicit order from the suits at TSR to make the setting more grouded on d&d typical modus operandi, for not alieanating the old fans ? (maybe also because the financial troubles the company was going through at that time) ?

sciborg2's picture
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Re: Planescape musings

I think that might be part of it, but I suspect people's imaginations and interests also just varied.

You're going to have guys who are much more surreal - and I think Planescape honestly represents one of the great triumphs of the imagination as much as Mieville's Bas Lag, Moorcock's Eternal Champion, etc - and the ones who see more grounded narratives and concepts.

I do think it'd have been interesting to see if the original surreality you note had been allowed to continue.

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atomicb's picture
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Re: Planescape musings

sciborg2 wrote:
I think that might be part of it, but I suspect people's imaginations and interests also just varied.

There's also the question of what TSR's expectations were for how DMs would use the material. I think the original box earns the title of "meta campaign setting" in terms of emphasizing the infinite expanse of weird potentiality out there and implicitly inviting DMs to run a little wild. Whereas the later stuff is a lot more straightforward "campaign setting." And this is probably a little unavoidable - explaining that the major sites in the book are approximately 0% of the interesting things to see in Elysium would make a weird read.

If they had continued to push the meta angle I could, in some sense, imagine how presenting the broad themes in less-surreal fashion might make sense. But as they did it, yes, more weird please.

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Re: Planescape musings

There is nothing stopping any of us from picking up that surrealist ball and running with it. I know that I've been trying to pull some of it into the city I've been developing for the fanzine, but I can't help but wonder if I could go further.

Anetra's picture
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Re: Planescape musings

When creating a published campaign setting, I feel it's probably in ones better interests to avoid running too far in either direction. One of the things that's so great about Planescape is that you can tweak the surreal factor to create the kind of game world you want. It's neither prohibitively straight, nor unintelligibly bizarre, allowing a variety of campaign types to be enjoyed by a variety of persons with a variety of tastes.

I can't say that I noticed the resources becoming less surreal as they moved away from the initial boxed set, but I will agree that Planes of Chaos seemed one of the weaker supplements. Planes of Law was my favourite, especially the book for Mechanus, which holds a special place in my heart as the first Planescape book I skeptically cracked open. I loved the approach they took to the Lawful Planes in those books, as they (IMO) avoided making them too cookie-cutter or predictable. Sadly, the same cannot be said for its chaotic counterpart, but I find that people have really wide ranging opinions on how chaos looks when it's done "right," moreso than law does.

All said, I think they probably went in the right direction. Sure, the initial boxed set was probably the strongest entry, but isn't that favourable to the alternative? If the initial setting information hadn't been so strong, who knows where Planescape would be now.

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