What Makes Planescape Planescape?

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Ultimatecalibur's picture
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What Makes Planescape Planescape?

Since the announcement of 4e and the revelation of the decision to drop the Great Wheel cosmology I have been wondering what makes the Planescape campaign setting special, and came up with several questions for the people of Planewalker.com.

  • Does it require the Great Wheel cosmology? Or could a cosmology like the one in the Myth Adventures series work?
  • Does it require the idea that the material planes are not special?
  • Does it require that angels, demons, devils, and other planer beings be seen as (above) average Joes?
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What Makes Planescape Planescape?

The following is all my opinion:

It would not require the Great Wheel cosmology if it was just getting started, as any cosmology complex enough to fit in the infinite would work. Now that Planescape has already existed and matured for a while, there is no going back. You don't just take Lord of the Rings and set it in the Forgotten Realms or a new world. It has existed for too long and has developed a life of its own. Too late to make such dramatic changes and pretend that they were there from the start.

It would require the Material Plane to be less special than the Outer Planes, as it does not by definition contain many of the peculiarities that define the Planescape setting - importance of belief, the nature of infinity, the reality of paradox, etc. However, you would still definitely need the Material Plane, not only to satisfy the first point and retain the nature of the setting (by being the source of much of the blind belief), but also to create a more familar grounded space to which Players can relate, even if their characters cannot.

It actually requires such exemplars to be seen as average Joes. You go into Sigil and rub shoulders with Solars and Balors. Sure, on their home turf they'll probably fry you for some real or perceived fault, but you're likely than not to meet them away from home and in some state of vulnerability. That doesn't mean the average Joes (humanoids) are as powerful as these creatures, but they have a greater chance to give 'em the laugh than their material planar counterparts, not to mention more likely to try.

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What Makes Planescape Planescape?

'There's always somebody bigger than you.' While there is some 'killing stuff' in Planescape, it's a very political/philosophical setting.

If you're a 20th level whatever, you can still get absolutely melted by a ticked-off Faction, a Power, the schemes of fiends, or whatever. Even if you are a Power, other Powers can knock you off, and lots and lots of other stuff out there is actively working to counter your plans.

This is in constrast with a lot of Prime Material settings, many of which are more dungeon-crawling-focused.

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What Makes Planescape Planescape?

Planescape is about several key things:

The Nature of Belief: Basically, this is what the whole Outer Planes are about.

The Afterlife: Again, the Outer Planes.

Philosophy: The Factions, in particular, but a lot of the interactions with NPCS lean this way.

Politics, morality, and Roleplay: There is always a bigger fish, there is always a smaller fish, and there is always a tempation to do something horrible to the small fish in order to gain favor with the big fish.

If we had a cosmology that could do all that, we could replicate most of Planescape, but we don't, so it's kind've a moot point.

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What Makes Planescape Planescape?

I think the "always someone bigger than you" philosophy, though pretty central to Planescape, needs a note of caution for DMs who don't want bored players. It's also important to make sure that, in their immediate environment and especially if they play it smart, a PC can be pretty sodding big. The "always someone bigger..." idea is there so that PCs don't, as the boxed set warns, beat up Thor and use Mjolnir as their croquet mallet, and to force them to play a more cerebral game. But Planescape always treads a narrow ground between using that idea to make the game more interesting and cementing the NPCs of the world in such unassailably fixed positions of power that the game has no room to change and the PCs can't accomplish anything beyond restoring the status quo at the behest of big-name characters from the books. The danger is there in every campaign setting, but we Planescapers should be careful not to fall too deeply in love with our wonderful NPCs. The PCs are the ones who really count.

If I haven't alienated my fellow hobbyists enough already, I'm going to commit further heresy: I don't think Planescape necessarily needs the Great Wheel. I think some of the Great Wheel's locations are pretty iconic to the setting, but I don't see why it couldn't be reorganized, even to something more like the proposed 4E cosmology. What I would propose in that situation is to make the Outlands take the place of the Prime Material. The Prime disappears, the setting ceases to be an umbrella for every campaign setting, and the Outlands become more like a "normal" fantasy world, with great human kingdoms and all that. As well as its Planescape iconic locations. Then you have their Feyweld, which has some aspects of Upper Planes/Planes of Chaos and the Positive Energy Plane. The Shadowfell acts like a distortion of the Prime, and also takes some of the roles previously served by the Ethereal, the Grey Waste, funky demiplanes, other Lower Planes, some Negative Quasielemental juju, and obviously the Plane of Shadow. The Astral Plane now encompasses whatever Outer Planes you feel are important, this time as individual world-sized domains (still plenty big) that are reachable from your classic silvery giths-in-space Astral plane, now with 40% more flying galleons. Then that Elemental Chaos place now has a huge mixture of elements, encompassing a big Limbo-equivalent soupy mess of elements. Meanwhile, elementals gather together in continent-sized domains where the influence of a powerful archomental purifies the plane into a single dominant element (where you put anything that you would have put on the equivalent infinite Inner Plane). And somewhere in that swirly mess is an infinite pit called the Abyss.

I don't think that using even the heretical 4E cosmology would make your campaign "not Planescape" (whatever that would even mean). You'd just condense the number of infinite spaces, so that the space allotted to each region of your campaign is more densely packed with plot, rather than being infinitely huge and having interesting points with great swaths of nothing in between.

I agree about Planescape's "normalizing" exemplar races. "What do archons do for fun? Nobody knows..." works for a standard campaign, where you're most likely to see them only as the result of a summoning spell. But in Planescape you can go visit angels in their homes, and you have to figure out how all these different beings fit together, reconciling their mythic presentation with some kind of in-game "reality."

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What Makes Planescape Planescape?

Excellent point, Rhys.

How about...

"There's always a bigger fish, but even a little fish can make a difference."

Laughing out loud

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What Makes Planescape Planescape?

Rhys, point. You can change around the order of the planes, create new NPC's, change the nature of reality and all that jazz, and still retain a Planescape-like feel by paying attention to the important points such as the ones Duckluck mentioned. Indeed, mirroring the importance of belief, if you could get the majority of people to accept this as the new canon, it will become Planescape.

Fortunately or not, that is highly unlikely. There will always be people (and I must, to be realistic, include myself in this group) that will remember the original Planescape and prefer it to these changes, even if they are far more logical, fun, or simply refreshing. Just take a look at the number of people who still hate the Faction War change, and that's one that was entirely official and explained quite adequately in-game, not to mention seemingly planned for from the start.

I thought about it, and decided what I would do if Planescape officially (both via WotC, which has already happened, and Planewalker, which you seem to be suggesting) jumps the shark and changes its cosmology with little or no explanation. If the new proposed cosmology is interesting and different enough from Planescape to be, for all intents and purposes, a new and unrelated setting with a similar style, then I might adopt it into my sphere of interests. However, I will still retain the original Planescape as a seperate setting in my mind. I am a worldbuilder at heart, and I am hard put to abandon the ones I have become interested in.

I am not trying to say that the idea of replacing the Planescape cosmology with a new one is a bad thing, but keep in mind that such a step would lose many fans that will stick with the original.

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What Makes Planescape Planescape?

... *blink*
Change cosmology unexpe... with... out... expla... bhwa-huh???!?

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What Makes Planescape Planescape?

'Clueless' wrote:
... *blink* Change cosmology unexpe... with... out... expla... bhwa-huh???!?

What? Did I completely misunderstand something and make a fool of myself again?

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What Makes Planescape Planescape?

It seems a safe bet that in 4e Planewalker'll still be using something very much like the cosmology described in Chapter 8.

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What Makes Planescape Planescape?

Yeah, the fact is we like the Great Wheel. That's why we're here. It will take more than WotC abandoning the setting to make us turn our backs on decades of setting history.

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What Makes Planescape Planescape?

'Iavas' wrote:
What? Did I completely misunderstand something and make a fool of myself again?
No - just - surprised me to read that speculation is all. Eye-wink It got a splutter outta me - which says how *likely* that is to be. Eye-wink

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What Makes Planescape Planescape?

'Iavas' wrote:
I am not trying to say that the idea of replacing the Planescape cosmology with a new one is a bad thing, but keep in mind that such a step would lose many fans that will stick with the original.

In the beginning I came to like Planescape by playing PS:Torment. Before that I thought it was just another of TSR’s glorious attempts to make even more money. (Shame on me.) So I am sort of a late developer and missed most of the stuff that is canon to PS. The great wheel and such doesn’t really matter to me. I don’t think it’s essential to the setting. (With emphasis on the word “wheel”, not confusing it with “planes”.)

Planescape is surreal. It’s like stepping into one of Dali’s paintings. The Planes are much more surreal than the Tolkien oriented stuff like Forgotten Realms. (One might argue that PS is Moorcock and “New Worlds” oriented.)

And what would PS be without modrons Eye-wink ?

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What Makes Planescape Planescape?

Personally, for my dime, PlaneScape is nothing without Sigil and the Lady of Pain.

"Crossroads to everywhere and the center of nowhere" - Doors to the Unknown.

Planescape is about belief and the shaping of the reality around you just as much as it is also about the reality of belief shaping you and your perceptions of both. The problem with that statement is that the idea I just rattled of is not unique to any setting or location. The idea is just more extreme and easier in the Outer Planes.
The thing that makes PlaneScape unique is that that same idea is expressed everywhen that the PCs go and everything the PCs encounter. The only way to get there is through a city that exists where it should not ruled over a figure that is as enigmatic as they are powerful and everything is fine with it.

Planewalkers (players and Characters) need a point of stability and a means to get where they want to go. Sigil provides that, even if its stable elements are unable to be explained and its governed by a figure as apathetic as she is deadly.

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Planescape

The Great Wheel existed before Planescape, so the Wheel by itself does not make a campaign "Planescape"; I'd say Sigil and the Lady, the Cant, the Factions (even if banished), and the general attitude present in Planescape material (hard to define, but you know it when you see it...) Sigil is the primary new element that diferentiates Planescape from the pre-Planescape Great Wheel... Without Sigil, what would the Factions fight over? Where would the Cant come from? And of course, no Sigil, no Lady of Pain... of course the art is important too in establishing the unique "feel" to Planescape material... somehow reminds me of Dr. Seus in some elements...

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What Makes Planescape Planescape?

Planescape might be planescape without the great wheel, but taking it out destroys a lot of really good information and ideas that, while not central to Planescape, have become a key part of what Planescape is.

For example, the Grey Waste becomes a lot less horrible if it's just a corner of some really big underworld (Not that that entirly makes sense, this corner of hell drains your will while in the other corner a bunch of demons are having the Blood War. The Yugloths would like to have a word with you about moving their home). Same thing comes up with the Upper Planes, throwing a large mountain on a plane does not replace Mt. Celestia, nor does it replace the flavor and people who live on that plane. Each plane is unique and special, with its own beliefs and details, and throwing them all into a few crazy new planes does not replace what the planes should be.

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What Makes Planescape Planescape?

What can I say: just becaose the official "basic" setting of 3rd and 3.5h edition of Dungeons and Dragons was Oreth that does not mean that we are obliged to play our campains there. So just becaouse 4th edition will have new rules, new official setting and new official cosmology we are not obliged to use them in our games.
From what I have seen in Star Wars Saga Edition, 4th ed. will probably have some good rules changes but that alone is not enough to change entire setting we know and love.

I dont know any details of this new cosmology, but in my mind I treat them as alternative planar cosmologies that coexist with great ring, like Eberon cosmology, or Forggoten relams cosmology, or Dark Sun, etc...

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What Makes Planescape Planescape?

'Squaff' wrote:
What can I say: just becaose the official "basic" setting of 3rd and 3.5h edition of Dungeons and Dragons was Oreth that does not mean that we are obliged to play our campains there. So just becaouse 4th edition will have new rules, new official setting and new official cosmology we are not obliged to use them in our games. From what I have seen in Star Wars Saga Edition, 4th ed. will probably have some good rules changes but that alone is not enough to change entire setting we know and love.

I dont know any details of this new cosmology, but in my mind I treat them as alternative planar cosmologies that coexist with great ring, like Eberon cosmology, or Forggoten relams cosmology, or Dark Sun, etc...

True, but keep in mind that the 3/3.5e Monster Manual still had most of the outsiders in roughly the same shape as we know them from Planescape. 4e will not. Unless you want to personally convert (or search for an existing conversion for) the various changed planar races, such as differentiating between erynies and succubi, rearranging the Baatorian power structure into the more familar form, etc, then your play will most unfortunately be influenced.

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What Makes Planescape Planescape?

So, what we are facing here is similar to "Old Gaming Console System Syndrome..." The new gaming console is out and is faster, better and stronger than our old consoles and it has prettier eye-candy games, and we all like to give it a shot, but what we are actualy want to know is can we play our old games in new system? Then we find out (surprise, surprise) that the new system dont support old games.
Than we have two options either play new games on new system and old games on old system or we wait so that emulators and patches are written so that we can play old games on new systems.
Yes that stinks, but this is gaming industry (wich RPGs are part of it), and gaming industry constantly evolves and changes. I mean gamers had similar debates when 3rd edition came out (at least they gave us back then some sort of conversion manual), and probably we will have similar debates in future (when 5th edition comes out)...

Also like Rhys said what truly makes setting is its Icons, and if setting loses it Icons it becomes something elese like: LOTR in Forgotten Realms, Lightsabers replaced with magical wands, and Great Cthulhu with fluffy bunny (*shiver*). Problem is that Planescape has many Icons that define it (Sigil, Lady, Factions, dark humor, quotes...), heck Planescape even adopted things that no one wanted because they were too silly and turned them into Icons (like Modrons).

Well, enough ranting from me. What I´m trying to say here is that Planescape is ultimate campain setting. It basicly contains entire multiverse and beyond. It is also wery adaptable: you can add panes and races and new craetures or you can remove them (and that happened in Planescape, a lot). But Planesape has it´s feel and soul and familiar elements that makes it Planescapish. Without them you have just another planehopping or planewalking campaign but that is not Planescape.

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What Makes Planescape Planescape?

Gee what to say about planescape for me? Well I started out with Planescape: Torment. A game I borrowed off a friend, a game he described as "a game where you be a zombie." Now after playing the game through at first I found that I hated Sigil. First I thought it was a city on the ground but I couldn't for the life of me find the bloody gate. I wanted out! The way it was described it seemed a prison, its a place where everyone seems to end up at one point in their life or another and to me it also seemed as though once your there you can never leave. Now after much deliberation and running around in circles I consulted a walkthrough and found out just how big the multiverse really is. Suddenly I wanted to go back to Sigil, I never wanted to leave! Then I started reading all the gritty detail that there was! I was overwhelmed! I started to draw maps of the outer planes, which now that I look back on them are hilarious. The nine hells first layer is called baator or Avernus. The lowest layer is the Abyss and the devil and the demons fight to control it all. The elemental planes were part of the outer in the diagram and the negative matierial as well. Plus the upper planes were just one big plane I think and then there was carceri, mechanus and Limbo. Plus the Outlands and Sigil. Thats all. I felt that the whole game had changed my perspective on the way I thought. I began to search the net like a madman for maps and locations of the Abyss. I then found a russian web site that made me realise just how big the planes really were. Following a few more year I scoured the net uncovering rogue websites. I started to construct a belief system around the whole damn thing. I kinda follow it as a religeon. I.e If somebody asks my religeon i say I'm a planescape cosmologist. Then they ask what is that and I laugh and tell them its verry complicated. I mean yeah it all seems pretend but its all based of the beliefs of others and I figures hells if there has to be an afterlife I sure as damn well hope its this! More searching landed me here the most popular of the planescape sites. Which brings me to what i feel makes it so unique. The are less than 3000 thousand of us and while slowly growing in size, I kinda hope it stays that way. Its so damn big a multiverse and yet there although all other rpgs have the planes mixed in there somewhere. Its a place i see as penultimate of penultimates. All are subjected to it whether they know it or not. If they don't understand well there a piking clueless! Everything is what makes planescape planescape. Nuff said.

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What Makes Planescape Planescape?

Squaff: Good point. WotC's 4e is like the rpg equivalent of the Playstation 3 - very expensive and generic, but offering lots of improved graphics / stats. Planescape, on the other hand, would be more like the Nintendo - unconventionally fun and with less overclocked but more fitting and unusual graphics / stats. Yeah... I own a Wii, with all its backward compatible glory. I don't regret it for a second.

Zeniel: That was... touching. Honestly.

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What Makes Planescape Planescape?

Everything I've heard of 4E seems to just be another attempt to make it more appealing to people who wouldn't usually play a PnP RPG.

WotC is a corporation, and a corporation's sole reason for existence is to increase it's profits. That means making us much money as possible while spending as little as possible. The best way to do that is to target a large audience. The type of gamers that enjoy Planescape are not a large audience. The type of gamers that think TES 4: Oblivion is the sole definition of RPG, are.

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What Makes Planescape Planescape?

Completely agree dire lemon. And If Bethesda ruin fallout3. I'll burn down their studio.. :mrgreen:

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What Makes Planescape Planescape?

'Dire Lemon' wrote:
WotC is a corporation, and a corporation's sole reason for existence is to increase it's profits. That means making us much money as possible while spending as little as possible. The best way to do that is to target a large audience. The type of gamers that enjoy Planescape are not a large audience. The type of gamers that think TES 4: Oblivion is the sole definition of RPG, are.

I'm missing the days when D&D was Gary Gygax and a couple of his buddies. Sad

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What Makes Planescape Planescape?

'Zimrazim' wrote:
I'm missing the days when D&D was Gary Gygax and a couple of his buddies. Sad

You mean you miss the time before Planescape? trans_:d

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What Makes Planescape Planescape?

'Iavas' wrote:
You mean you miss the time before Planescape? trans_:d
Surely you jest. There was no time before Planescape. There was just the time before they wrote it down.

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What Makes Planescape Planescape?

Yes, Ao works in mysterious ways.

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What Makes Planescape Planescape?

If nothing else it will be rather interesting to see the quotes generated by forth edition. :|

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What Makes Planescape Planescape?

what makes planescape planescape is the culture...

the moment your dm buddy starts shouting expletives in cant at people after a session, or when you refer to your annoying officemate as an "addle-cove berk" you know you're playing planescape... no other setting gives me that kind of feel...

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