I posted this over in the Urban Planescape boards, but I realized almost no one seems to read or post over there ... with no offense to our one fine member who did ... but it seemed likely I'd get a better response over here. So, if no one is overly offended by the double post:
So, I've been toying with the idea of setting a Planescape game in a 1920s - 30s themed setting, complete with organized crime, speak easies, and attempted Prohibition by the Govnors and Hardheads, Bootlegging, Flappers, Jazz, etc. And was curious if anyone could offer me some good ideas I hadn't thought of.
I'm going to have the setting fairly humancentric, with most non-humans in Sigil being either of the very near human variety (most of the pc races) and have the more bizarre creatures either taking human form or forced into a human-esque mold by the power of the city. (Ogres would look like large, brutish humans, kobalds would appear to be dirty street urchins, etc.)
There would still be magic and plane travel, with a large train depot in the Lower Ward leading to most of the outer planes or their gate towns, while I envision the Ethereal as a vast way station packed with travelers to the prime and the demiplanes.
Cars, radio, telephones and the new moving picture would be fairly common sights in the City of Doors - which I intend to play with a gritty, Noirish vibe.
Since I know we have some infinately creative people here, I am hoping to get some input on ways to make this work as effectively as possible. Any and all ideas are welcome. (aside from "ditch the noir" or something equally unconstructive)
Thanks
What you're doing here is laudable, but there is an element of Planescape that is lost when you remove themore bizarre creatures. I think that this idea is very much operable though, but some things need to be examined, and/or questioned.
1) What's the level of technology and society outside of Sigil? Even if your players never leave the cage how's the clueless coming in going to react.
2) What caused the prohibition? What's being prohibited? How has Sigil developed recently to accomodate for all these things?
3) How have the factions changed to accomadate the new social structure? Some become more important depending on your view, others less.
4) Are all the planes equal human-o-centric, because if so it removes a lot of the wonder of the setting inherent in the celestials and demons, although the "holy g-man" is a semi-adequate replacement.
5) What's the conflict you want to focus on? Is it the prohibition itself? Or something else. If you tell us what you want to focus on we can help you with plot points and ideas much better.
6) Lastly, what system/edition are you planning to run under?
Mondays...