First off, this is a first post, so let me just say that I've been a long time fan of PW.com, (and of course, an even longer-time fan of Planescape - found it in '96 and it completely changed my idea of what roleplaying could be) and I owe some significant parts of all three of my 3rd edition Planescape campaigns to ideas found here.
-------------------------------------------------------------
Now, over the past six months or so, I've been trying to work up the energy to run another Planescape game, but without success. I'm not sick of PS by any means - its a little hard to get sick of the Entire Multiverse, after all. No, I think it's Dungeons and Dragons I'm sick of. I kinda left it behind in irritation when I heard about the advent of 4e, and every time I've tried to ease back in, certain things have just been jarring to me. (Classes I don't mind so much if they're flexible - archetypes can be good - but levels bug the hell out of me nowadays.)
So, I am trying to throw together a little homebrewed system for myself to run PS in. (Fortunately, I am blessed with a group of players who will try just about anything once.)
My question is two-fold.
1. Are there any systems that you feel are well geared to run in the Planescape setting 'out-of-the-box'?
2. Are there any mechanics from other games that you've ever thought would be JUST PERFECT in Planescape?
Example of the latter, for those of you know WoD and particularly nMage - while running a session the other day, I was struck by the possibility of yoinking the structure of Legacies to represent Factions / Sects.
(As a last note, if this is the wrong place for this, I apologize in advance.)
Well, it's not by any means perfect, and needs quite some houseruling, but I actually once ran a game of Planescape us
ing the rules for Mutants and Masterminds, which worked suprisingly well. It's so much easier to create whatever crazy character you want to play, especially if you make up some new powers.