Reconciling D&D and Planescape

6 posts / 0 new
Last post
Aik
Aik's picture
Offline
Namer
Joined: 2009-04-24
Reconciling D&D and Planescape

I hope it's uncontroversial to say that D&D is a game about killing things (and, of course, taking their stuff). I fully acknowledge that you can do other stuff as well, but the primary purpose of the system is to support killing things.

This doesn't jive with my understanding of what's important about Planescape at all. I mean, yes - killing things is absolutely a valid thing to do but it's by no means about killing things. If I had to choose just one thing that Planescape is about it's the importance of belief/ideology and all the messy stuff that comes with that. It also could be about going to strange and wonderful places where lots of weird shit happens, depending on what angle you want to look at it from.

So the question is: How do you reconcile the focus of D&D with the focus of Planescape?

Or: How do you make your games about Planescapey things rather than about D&Dy things, given that the system is urging/rewarding/supporting types of play that are not this?

And, of course, feel free to tell me about how my understanding of D&D and/or Planescape is entirely wrong and how it's all quite compatible.

Kobold Avenger's picture
Offline
factotums
Joined: 2005-11-18
D&D is a game system, it's a

D&D is a game system, it's a tool meant to support your story and campaign. 

You don't follow everything they say about what you should do with a campaign or not, because all of that stuff in D&D is simply Guidelines and not directives.

Aik
Aik's picture
Offline
Namer
Joined: 2009-04-24
Can you give some details?

Can you give some details? Which of these 'guidelines' do you ignore/change in your games to make the two things work together? How do you avoid combat becoming what the game is about when the system gives it so much screen time (if you do)? How do you see that the themes and stuff of Planescape come to the surface (or do they? If they don't - is that a problem?)? How often do you interact with the system when you're playing as opposed to freeform-type play?

 

(This isn't a me bitching out at D&D thread or anything - I'm seriously curious how people use D&D to get Planescapey results. They don't seem to complement each other at all to me, but people do it so I figure there must be methods to doing it)

Archdukechocula's picture
Offline
Namer
Joined: 2008-02-24
Personally, I run a homebrew

Personally, I run a homebrew system of my design for planescape, but when running online I just use whatever D&D system works, but with heavy modding. It's not so much the combat mechanics that bother me about D&D (although they are a tad excessive now imo), it's more the pidgeonholing that occurs due to mechanics like prestige classes. I prefer specialized rules that reflect character rather than characters that reflect the rules. It really isn't terribly difficult to come up with appropriate rules on the fly. Systems are just mechanical reflections of a game world, so they will only ever be as good as the people who use them.

Archdukechocula's picture
Offline
Namer
Joined: 2008-02-24
I realize your question

I realize your question wasn't directed at me, but thought I would offer my 2 cents.

Which of these 'guidelines' do you ignore/change in your games to make the two things work together?

Whichever ones get in the way of the setting or story. That is going to vary from person to person I think.

How do you avoid combat becoming what the game is about when the system gives it so much screen time (if you do)?

It's only given time in the rulebook because combat makes the most sense to have explicit and detailed rules. Combat is a contest of opposing skills, so its good to have a mechanical measure of that from time to time. Other things like social interactions and "roleplaying" skills (painting for example) are in my opinion just as well left to the roleplaying interactions of the players and GM. If a player wants to play a good painter, I dont feel the need to represent that with a set of numbers. Just roleplay your characters development in that realm over time. If your character is a master schmoozer, feed me some good lines. Rules kind of delegate those roleplaying opportunities to a duty of the dice. 

How do you see that the themes and stuff of Planescape come to the surface (or do they? If they don't - is that a problem?)?

Vivid description and story. I'm not really sure how mechanics would in any way impact how those things came to the surface. The best mechanics in the world won't suddenly make a boring DM into a compelling storyteller. It's like having an instruction manual for poetry or something.

How often do you interact with the system when you're playing as opposed to freeform-type play?

About 50-50 for me. Mechanics can be timesavers when you don't want to take the time to describe something, or just aren't inspired at that particular moment. Generally I like mechanics when I want to add a dash of randomness to an outcome because it can increase suspense (again, this is why I can understand elaborate combat mechanics even if I prefer simple ones). When it comes to social interactions though, I really shy away from mechanics. Over time, I've just gotten disenchanted with players just letting the dice roll do the talking. Im of the opinion that you should invest in roleplaying the characters personality, and social stuff is a pretty major part of that. I think freeform for anything of that nature is preferrable.

Aik
Aik's picture
Offline
Namer
Joined: 2009-04-24
Awesome - thanks for the

Awesome - thanks for the answers (the questions are really aimed at whoever wants to answer them Smiling ). If I understand your position correctly it's: 'The system doesn't have a strong impact on the game's content or themes, it's just there to handle the messy bits like combat - all the other stuff is up to the players/GM'?

I won't comment in depth - wouldn't want to derail/ruin my own thread before at least a few more people chime in Sticking out tongue

 

On a related note: has anyone tried the (dirty) hack for adding beliefs into the system found in The Planewalker's Handbook? I'm curious if it would actually do what the designers seemed to be angling for it to do.

Planescape, Dungeons & Dragons, their logos, Wizards of the Coast, and the Wizards of the Coast logo are ©2008, Wizards of the Coast, a subsidiary of Hasbro Inc. and used with permission.