Playing with Planescape, but not in D&D

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Halikarnassian's picture
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Playing with Planescape, but not in D&D

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.

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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.) 

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Well, it's not by any means

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.

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To me, System and Setting

To me, System and Setting should be independent. I could just as easily run a game using Hero system, GURPS, or BESM if I am a talented GM (and my players are familiar with the rules).

 As far as possible PS-based games go, I might consider Big Eyes Small Mouth - sadly out of print, but it had a fairly rich and fun design that wasn't necessarily tied to anime. It was also a light, easy rules system.

 

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i actually quite like the

i actually quite like the storyteller system, i think with a little tweaking a low powered exalted system may serve your purpose.

 

-=R286=-

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Eldan wrote:Well, it's not

Eldan wrote:
Well, it's not by any means perfect, and needs quite some houseruling, but I actually once ran a game of Planescape using 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.

Ooh, that IS intriguing.  Not to say that PS:T was the be-all and end-all of Planescape, but MnM would TOTALLY let you model a flying skull that bit people and could taunt them as a major offensive ability, a crazy dude who was actually ON FIRE, a justice-seeking undead suit of armor, or a rail-thin warrior priest with a magical sword that matched his emotions - in a way that D&D just doesn't.  I've always thought than PS demanded a system with a lot more flexibility in the kind of strange characters you could develop.

The one problem I'd have with that is it's conception of 'magic'.  I realize that I'm one of like 4 people in the universe on this issue, but I've always had a soft spot in my heart for Vancian.  If I go the 'make my own homebrew system' route, I'd definitely keep it - in fact, I might make it even MORE Vancian - in the sense of being closer to the way you find it in Vance's novels  (I've always kinda thought that the flavor of magic as she is found in Dying Earth would be more at home in PS than in any other D&D setting - ie, you have ridiculously cocky mages scheming  to uncover each and every one of a set of spells with pretentious names like the Charm of Forlorn Encystment, Phandaal's Gyrator, and the Excellent Prismatic Spray.)   

But hmm... MnM.

As far as system and setting being independent - that's certainly true, but I nevertheless feel that some systems are better than others for any given setting. The idea behind this thread is finding ones that just *click* for Planescape, or finding particular mechanics from games that could be shamelessly cannibalized into a homebrew system.

It's important to me because I'm not looking to only have fun telling a story in the PS world (in which case I would agree that system doesn't matter) but also to have fun playing a *game* in the PS world.  I'm a gamist just as much as a narrativist, to borrow from the easily overused G/N/S theory.

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Hmmm... lower-powered

Hmmm... lower-powered exalted, with Essence renamed Conviction or Belief or something like that...  Still run into the lack of vancian magic, but that's another pretty good idea.

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See, I completely agree

See, I completely agree with you there: I love the Vancian system. It's one of the main reasons why I dislike 4th Ed. It just defines wizard for me: brooding over age-old books of lore for a glimpse of arcane might, studying ancient scrolls every morning, just to squeeze that little bit of barely restrained magic in your skull, to be unleashed by strange gestures and arcane incantations... that's wizardry.

  I tried to run a game with the MnM system on these forums here, but only two people volunteered, of which only one half-made a character. It never started.

And it was the one thing that MnM lacked. Yes, it allowed my players to play: -A flying frog the size of a small car (not a slaad, he was from the prime)

-A roguish trickster with the ability to turn into a shadow to squeeze through tiny holes

-An undead creature from the elemental plane of dust with the ability to turn into a cloud of sand and blast an enemies face off.

 

However, no one played a wizard. Because it just didn't work. I tried to come up with houserules (right after the "Banish creature" power and the powers for gates) for spells that had to be memorized, but it didn't work out.

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Agreed wholeheartedly in

Agreed wholeheartedly in re: wizardry. (Though your description left out my favorite part - scheming against your fellow-wizards to steal some of THEIR age-old books of lore).

I think part of the problem is that the 'fire and forget' system was never given enough flavor to explain how awesome it was.  And again, I think Vancian with all the trappings blends well with PS.

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Yep. If you ever find or

Yep. If you ever find or invent a system that has both the flexibility of MnM and the ability to include vancian casters, I'd give you either a pulitzer or a nobel price.

 

Regarding the feeling of casting a vancian spell: I never read a book by Vance, but a few years back I wrote a short story (in german) from the perspective of an old and half-mad wizard in a very-low-magic world explaining how it felt to cast spells. He refered to "binding the primal forces of the universe inside your mind, forced into the shape of a spell, and feeling the power of magic howling and clawing at the walls of it's prison inside your skull, to be unleashed if you desire. A proto-sentient force, constantly trying to overwhelm your conciousness, if your will was not strong enough to chain it."

Perhaps he was just mad, but still. And now WotC tries to tell me that's not awesome.

Jem
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If you'd like to try

If you'd like to try Planescape in GURPS, there's a virtually canonical method of reproducing Vancian magic: skip the native spell system and use Modular Ability slots, the Memorization variant (requires spellbook), for spell skills only, with the Limited Use (once) and Preparation Required limitations.   There are only two "levels" of spells -- the Hard and the Very Hard -- but rarity and secrecy will protect the more powerful formulas, as will any need for material components (optional rule, good for reproducing D&D).

Alignment doesn't transfer all that well, but instead of having your magic item function only for lawful users, it can function "only for a guiltless man," and use Detect (Honesty, or have the priest have a nose for a particular flavor of evil repugnant to his god, e.g. Detect (Bloodlust).

Most of the rest works great.  The Spire becomes ringed by zones of decreasing mana, or emits an indefinitely increasing skill penalty to magic, or psi perception rolls, etc.  You can simulate magic item falloff by saying that the function as if in low mana when not on their home plane or one adjacent, so magic items useful off-plane have to be at Power 20.  Do remember that the various Plane Shift spells are plane-specific!

GURPS has a number of worldbooks useful for designing a Planescape campaign, many of which are available as pdfs: Infinite Worlds and Collegio Januarii are specifically aimed at crossplane campaigns, while all the rest like Thaumatology, Magic, Creatures of the Night, Dungeon Fantasy and Fantasy are good toolkits for the GM interested in fantasy worldbuilding.

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Greetings. Eldan

Greetings.

Eldan wrote:

Yep. If you ever find or invent a system that has both
the flexibility of MnM and the ability to include vancian casters, I'd give you either a pulitzer or a nobel price.



Flexible how?

OK, time to expound. I am a new user here and this is my first post, and in fact I registered specifically because of the OP's questions and your ideas. So, you two are doing something interesting Smiling. Now, I have a bit of experience with role playing games, but definitely nothing compared to the people who post here. Still, the idea of a new and more flexible magic system than the one in D&D sounds cool, so I'd like to help if I can.

Noob question time: Vancian magic is the magic type in D&D right? Mages sleep before they can cast, must have spells in their spellbooks or use depletable items and all that jazz, right?

And of MnM magic (m'n'm... that's funny) I have no idea. Perhaps you could point me to a brief description?

Anyway, my point is, designing a new magic system sounds like an awesome exercise. Therefore, assuming I understood the desire to use Vancian casters correctly: flexible how?

Eldan wrote:
(...) a few years back I wrote a short story (in german) from the perspective of an old and half-mad wizard in a very-low-magic world explaining how it felt to cast spells. He refered to "binding the primal forces of the universe inside your mind, forced into the shape of a spell, and feeling the power of magic howling and clawing at the walls of it's prison inside your skull, to be unleashed if you desire. A proto-sentient force, constantly trying to overwhelm your conciousness, if your will was not strong enough to chain it."

Holy mother of your favourite deity that sounds awesome. Any chance you could post it here, or have it somewhere online? My German isn't yet at a D&D level but I think I'd enjoy this nonetheless. Please oh please don't tell me Wizards own the copyright for the stuff you send them.

Regards,

Tal Rasha

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The flexibility that Eldan

The flexibility that Eldan and I are talking about is more in character design generally. For example, in D&D, isn't easy to design and play a floating disembodied skull that bites people and can distract them with taunts. (You could probably do it, but it would get wonky.) In MnM, it is.

Obviously, that's an extreme example derived from Planescape Torment. But the general idea is that its easier to design far more and varied concepts than the aasimar wizard, the githzerai rogue, or even the Rogue Modron Fighter, since you've broken with the class system (and have the level system only in a very mutated fashion.)

The Vancian Magic System is the one of D&D wizards. At its core, it is this: spells are powerful magical forumlae which must be studied intently and internalized within the mind of the would-be caster (memorized). Upon uttering one of these formulae, the caster enacts a spell of his choice, which then vanishes from his mind.

Many, many people dislike this element of D&D (which was one of the reasons that sorcerers were introduced into 3rd edition). I am not one of those people.

So, even though I'm in the market for a new system for my fantasy gaming (and specfically, one that does Planescape well), I would *like* (it's not an absolute, I can cope with something else) to be able to keep Vancian magic - even if it isn't the only type of magic in town.

EDIT: GURPS is another interesting choice, although it's one I admit I don't know anything about.  One question that I have though, is how well does it scale in terms of power?

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GURPS character generation

GURPS character generation at high power levels (regardless of setting) is...unique--in the most traumatic of ways. On the other hand, Planescape heros don't have to be insanely powerful, so it's not a problem at low to mid power levels (ordinary guy to very epic action hero dude is GURPS' strongest area. Flying radioactive dinosaurs with levels in wizard and giant machine guns not so much, IMO.)

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Heh.  No need for flying

Heh.  No need for flying radioactive dinosaurs, but I do like to be able to model some form of the Fantasy Hero Bildungsroman, the evolution from berk-on-the-street to blood's blood.  To be able to follow the transformation from Cletus the Clueless Farmhand Who Stepped Through a Portal into Cletus the Grim, Archmage and Force To Be Reckoned With.  That kind of story has always appealed to me, so whatever system I end up settling on (or clumping together) has to be able to scale pretty well.

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I'd say you can do a

I'd say you can do a transforming character, hero's journey, etc. with GURPS. It's just overwhelming at really high power levels because of the point buy.

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The mutant and mastermind

The mutant and mastermind system, on the very basic level, is quite different from DnD. While you still have many similar things, like armor class, the three saves, skills and feats, instead of classes and levels you get power points, which you can use to buy feats, skills, saves, attributes andl, most important of all: powers. There are a huge load of powers in the rulebook, which can be combined, used in different ways and modified with power modifiers in a way that lets you create almost anything you can think of. It was designed for playing comic superheroes, but while it does have stuff like radioactive rays and the powers to change costumes in an instant, it is flexible enough for anything.

The vancian system is one in which a wizard memorizes his spells in the morning, storing them in his mind in a nearly complete fashion, so that he can cast them later on with gestures and formulae. I always imagined them in the way I described it above, from an IC perspective: while meditating in the morning, the wizard acesses a pool of magical energy in his environment and shapes it into the spells he wants to cast this day.  When he casts them, he merely releases the energy stored in this fashion.

 Now for the short story: it seems I've lost it when changing computers a year ago, or at least I can't find it. The paragraph above was just paraphrased from memory. I'll try to rewrite it later, though. Most likely in english, I lack practice in writing english stories.

 

Addendum: on MnM and vancian casting: those two systems are different on almost every scale. As far as I can remember while not having the book open, most powers in MnM are either at will or permanent, with different durations and activation times for the non-permanent ones. However, a mechanic like the slot based memorisation would be hard to implement. Perhaps one could make a power called "vancian casting" that allowed a specialized activation of other powers, something like: "This power has two effects: First, you can spend all points spent on it to develop a special kind of power called spell. This can be any power from this book with a non-permanent duration.

Second, you can memorize a total number of points worth of spells every day equal to  two times the number of points spent on this power."

Would need some rewording, but would something like that work in MnM?

Jem
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GURPS certainly can scale;

GURPS certainly can scale; I know guys who play at the 100, 150, and 500 point levels, and that's just the games I know of right now.  Of course, how fast you get from any one of these to the next is a function of how fast your GM gives out XP, like in any system, but personal growth is eminently doable in GURPS.  It also depends on how focused your point expenditure is; some stuff does require saving up for, though some expensive items can be bought in "chunks" by taking them first with limitations and then paying to remove those.

Here's an example.  I've had a spellslinging Shinto priest in a 1940s game for a year or so now.  (He's a U.S. citizen, with a family... and he lives in San Francisco.  Current game time is December 2, 1941.  He's faced Nazi sorcerers, Japanese demons, New Orleans ghosts, and an evil Easter Island moai, but his life is about to get really interesting....)  Over the course of the game, he's picked up some skill with guns, expanded his levels of spiritual awareness (he can now see unmanifested spirits) and acquired a skill-boosting mystic symbol.  He also has some unspent points, and has been leaving small, ritually named tokens at various points he's visited on his missions around the world.  I'm not actually sure what I'm planning with that yet, but I plan to go big with it.  ^_^

Anyway, yeah.  Bumpkin-to-bad-mother is doable in GURPS, at least IMO.  In fact, one of the Dungeon Fantasy supplements, "The Next Level," is specifically about packages that can simulate "leveling up," if you like to plan out your character's development goals.

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I'm fond of Gurps myself

I'm fond of Gurps myself actualyl. It's certainly feasible to do planescape in it - I think somewhere there may have been some work done on planescae in the gurps system. I'll have to look around for it.

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Another multi-genre system

Another multi-genre system which could probably be used to run Planescape is the Hero system. In particular, there are a lot of fantasy supplements that have been published. And the character building is definitely flexible enough to build a flaming, taunting skull character.

 

Since Hero was originally designed around superheroics, it does include a wide array of character options. Vancian spellcasting is easy, using limitations on the power (spell). Using the more lethal options for characters can capture the fantasy feel, rather than the feel of the nigh-indestructible superheroic genre.

 

 

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On the topic of nothing but

On the topic of nothing but Vancian magic and themes, if you are looking for something like that I would HIGHLY recommend the official Dying Earth rpg, approved by Jack Vance himself.  You can find it at: http://www.dyingearth.com/

 The system does an unsurpassed job of reflecting the type of characters one finds in Vance's works, including the style of magic used in his novels.  I have often thought that the Vancian characters, with their self centered, grasping, manipulative, larger than life personalities would fit well in Planescape and, out of the box, I think you could use this system to quite accurately emulate that.

 

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This thread is very

This thread is very interesting Smile

I've been looking for a better system to use with Planescape for ages. I tried the RuneQuest system but it's too gritty for Planescape and when I stumbled a couple of days ago upon HeroWars/HeroQuest, I thought I had found the very system I was looking for : flexibility (flying and taunting skulls or mages on fire or undead okay with magic coming from spells learned in grimoires), fantasy and fun.

I bought the core book and still have to finish it : did someone try it before me in this forum ? Did it cost much time (for keywords and the like) ? Did it work well with PS ?

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Heh, you know, I bought the

Heh, you know, I bought the Dying Earth RPG in PDF form over a year ago off of RPGNOW, read it, and put it aside saying, "Neat, but I could never get a group together."  Thank you SO much for reminding me, because now that you mention it, it could be awesome.  I would have to tinker a little bit (as I recall, Dying Earth makes a point of not having much in the way of advancement, which is something that I like), but it could make a very good base.

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Heyhey,   I'm happily

Heyhey,

 

I'm happily DMing (GMing) Planescape with GURPS for a few years now and can only recommend it. A usefull source for rules conversion and thoughts how Planescape ideas work with the system is this website, to the creator of which I will be eternally full of praise and thanks: http://sonic.net/~rknop/Omar/planescape/gurps/

What I am especially fond of with GURPS is the complete freedom not only in character design but also in development. There are ranges of power, not exact levels. It's much more 'organical' (can you say that in english?) than D&D. And a certain amount of character points doesn't say so much about the deadliness of a character, but more about the char being a blood. A 300 CP char can be a fighter who kills fiends with his right hand strapped to his back or an unmagical expert in planar cosmology who really has some fame and standing in certain Guvner-circles but won't stand a chance against a common 25 CP basher from the street in a knife fight. That's because all there is to a character, from social status to attributes like strength or IQ, skills, mental illnesses, sheer luck etc. is given a positive or negative point value.

Jem
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Word. One of my favorite

Word.

One of my favorite GURPS campaigns was set in the world of In Nomine, a monotheist angels-vs-demons setting where the most powerful entities in the world were incarnations of the primal concepts and their servants, which the game was designed for you to play, could outrace your Ferrari on foot, or destroy it with their hate, or take a bullet to the head, swap bodies, and come back to do the same to you. Except we ditched all of that and played humans in a world with bigger powers than them, who were nevertheless fighting about them. The typical PC in that game was about 1/5 the character point level of the typical NPC, and would have been crushed in a fight, but held their own because the plots weren't about killing, they were about temptation and ambition and hopes and fears. Longest-running campaign I ever GMed. It was great.

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Fair enough, Jem - but could

Fair enough, Jem - but could GURPS have handled the game setting as written?

Jem
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You mean In Nomine?  Oh,

You mean In Nomine?  Oh, yeah, sorry, I wasn't clear.  There wasn't any homebrewing there at all.  It's a published worldbook, GURPS In Nomine.  The adventures are mostly aimed at celestial (angelic/demonic) characters, but humans are a viable character type as well.  I later GM'ed a campaign for celestial characters, three angels.

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In Nomine probably could

In Nomine probably could yeah. And I fully believe GURPS itself could as well, it's one of my more favoured systems as a GM.

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Thanks.  Sorry to harp on

Thanks.  Sorry to harp on the point, but a lot of the Planescape folks I meet seem to think the only way to run PS is with characters who are all orders of magnitude less powerful than almost everything else out there. 

That's not my style.

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I have a campaign in which

I have a campaign in which the players bargained their way into hell as minor dukes, so I agree - while the pcs can be weaker than everything around them, there is no reason they need to stay that way.  But then, I'm of the very vocal opinion that levels mean much less in Planescape, where intelligence, knowledge, a quick wit, and quick feet will get you a whole lot further than a flaming +3 sword of skewering.  There will always be people weaker and stronger, than yourself and those people are rarely as obvious as one might suspect. (and only sometimes "people" by the strictist definitions)

 

 

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Hi, I´m new to this

Hi,

I´m new to this forum, but i´ve been lurking on Pw.com for quite a while now.

As I don´t like DnD for being too gritty for an abstract system (HP, no direct defensive actions..), I already stumbled over this question. for those of you, who speak a little bit german, here´s a similar thread http://tanelorn.net/index.php/topic,39765.0.html

macht's gut,

Alex

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Everway.Unknown Armies.

Everway.

Unknown Armies.

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GURPS  True20 Modified

GURPS

 True20

Modified 3.5 rules like Eclipse (point buy D&D, really great for PS)

BESM (SRD is available free online still, but harder to find now)

D20 modern variants (Classically Modern)

 

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vini_lessa wrote: Unknown

vini_lessa wrote:

Unknown Armies.

I...don't know about Unknown Armies.  I mean, the magic system for adepts does fit Planescape, but I don't really see archetypes fitting the setting very well without a lot of forcing.  And that's ignoring the major problem, which is that the modern-day aspect is really a core part of the system, and it would be essentially impossible to remove it while still capturing the same feel of the system.  A huge part of UA is taking real-life events, locations, and people and looking at them through the lens of this setting.  There's a reason why it's suggested the best location to set a UA game is your own home town, where you already know all the nooks and crannies of your neighborhoods, the rumors and legends, the major colorful figures on the street.  By taking it and putting it in a setting that's already hugely fantastical to the point where the fantastic is essentially mundane such as Planescape, you're losing a huge part of UA, peeling back the surface of your everyday life to explore what might be lurking underneath.

 Basically, it might work from a purely mechanical view, but I don't see it as feeling like an Unknown Armies game at all.  And if all you want is the mechanics, there are honestly far better mechanics to use for Planescape than UA.

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  On the Unknown Armies

  On the Unknown Armies issue...

 

  Im of the opinion that anything is better than AD&D for playing Planescape, even paper-rock-scissors. But then, what I want from a planesacpe system is the capacity to model what I see as central to the setting - the "belief is power" motto. So, I want a system that measures the power of your belief and tracks you progression in it.

  And the archetype mechanics from UA function very well for this. At first I thought the Adept mechanics would be great but this was not the case, because I found out it motivates the PCs to behave too freaking frenetic for gaining charges - what works wonderful for the UA setting, but not so well with planescape.

  Aside from this, its a matter of taste really. If you dont like percentiles, dont play with it. And the simplicity of the system (Body, Mind and Soul only atribs) is another plus for me.

   - - - 

 Now, what I really wanted to try is Everway mechanics in Planescape.  Now that would be cool. Wink

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vini_lessa wrote:   On

vini_lessa wrote:

  On the Unknown Armies issue...

Im of the opinion that anything is better than AD&D for playing Planescape, even paper-rock-scissors.

Well, I can't disagree with that. Laughing out loud

Quote:

But then, what I want from a planesacpe system is the capacity to model what I see as central to the setting - the "belief is power" motto. So, I want a system that measures the power of your belief and tracks you progression in it.

And the archetype mechanics from UA function very well for this. At first I thought the Adept mechanics would be great but this was not the case, because I found out it motivates the PCs to behave too freaking frenetic for gaining charges - what works wonderful for the UA setting, but not so well with planescape.

Aside from this, its a matter of taste really. If you dont like percentiles, dont play with it. And the simplicity of the system (Body, Mind and Soul only atribs) is another plus for me.

All right, I can understand that.  And yeah, thinking on it, the archetype system does fit that pretty well.  It just always seemed to me that one of the big themes to UA was "there's a lot of strangeness in real life, if you just pull back the veil a bit"; inspiring not just the characters to look behind the curtain, but the players too, you know?  And by using it in a game that's not based in modern-day Earth, you'd lose a lot of that.  But I can see your view too, and it makes sense enough to me.

Quote:

Now, what I really wanted to try is Everway mechanics in Planescape.  Now that would be cool. Wink

Haha, you're not the only one here that's considered that.  I've thought that'd be awesome for a while.

Mask's picture
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Namer
Joined: 2007-04-22
weishan wrote: BESM (SRD

weishan wrote:

BESM (SRD is available free online still, but harder to find now)

BESM is really great. If you plan to use it, try to get the "Fantasy Bestiary", as it's a lot of help in designing non-human creatures (PC oder NPC).

Tri-Stat Rules (which are the base for BESM) can be found here:

http://tristat.wikispaces.com/

TriStat is somewhat more complex than BESM 2nd Ed.

For both systems there are Chargenerators:

BESM: http://www.technofetish.net/

TriStat: http://rubyforge.org/projects/edx/

 

And TriStat / BESM is another good example for the Rule of Three Eye-wink

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Joined: 2009-03-08
I'm fairly new to

I'm fairly new to Planescape, though I've known about it a long time.

 I would love love love to play or (more likely) run PS using the Burning Wheel. It would take some tweaking, but I really can't think of a better system for it (and that includes D&D, in all its incarnations. PS is about the only thing that would get me to play D&D these days). Burning Planescape!

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