What Makes PS Cool?

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Tequila Sunrise's picture
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What Makes PS Cool?

Is it the sheer number of available rp options? (Anything from a human street urchin to a baatezu exiled from infernal court.)

Is it the limitless possibility of really weird stuff? (Anything from a dungeon delve in the Far Realm to politics in the City of Brass.)

Is it not PS itself, merely that some of us get sick of the traditional D&D-isms, and PS offers something different and jaded? (Grim-n-gritty factions instead of campy alignments, steampunk/horror/intrigue instead of vanilla fantasy.)

Is it the fact that PCs are merely a "drop in the ocean", no matter how high-up they become?

Is it because playing a PS character puts us "in the know"? (Other campaigns, and real life, focus on the "little pictures" while we PS players feel special because we can see the big picture.)

Or is it just DiTerlizzi's incredible artwork? 

TS 

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Me, personally, to me it's

Me, personally, to me it's all about the atmosphere and the possibilities. The other planes being so easily accessible makes for some interesting quests. The mystery of the setting also adds to the alure I believe. I know the big thing that got me into the setting was how different it was. I just got fed up with the usual stuff. Dragons, castles, unstoppable mages, Drow, kings and kingdoms just got so boring when it's all you ever see for...ten plus years. In PS the only real thing that was unstoppable is the Lady...and any attempts to prove otherwise are always a good laugh at the person who came up with it's expecnce. It's just so out of the norm and brings the things that are usually concidered "too high up" for traditional settings like Forgotten Realms and Greyhawk players and DMs to deal with. As you've stated you have Baatezu and humans interacting...while not always peacefully..but then again the multiverse isnt about peace. It also opens alot of players eyes, usualy they are just concerned with just that little continnent they are on or that small region of the area like the Spine of the World in Faerun, PS introduces so much more. It's kind of like how we all used to jsut be concenrtrated on Earth then we hit space and were amazed by just how much more is out there, That's how it was for me when i first picked up PS anyways. It's just the sheer ammount of possibilities. No one PC will ever experience everything there is about planescape and I love that! When you hit epic levels it's pretty much boring cause you've seen it all but you can be level 300 in a planescape setting and still get inked in the dead books *cough* Blood War! *cough*

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Thanks for your thoughts!

Thanks for your thoughts! Your post reminded me of some famous philosopher who had an epiphany while looking at a bunch of tangled roots. He called the roots a metaphor for life; "the sheer overwhelming profusion of life" or something like that. I think that metaphor fits Planescape pretty well.

 TS

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DiTerlizzi.  >_> <_< 

DiTerlizzi.

 >_>

<_< 

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Tony DiTerlizzi's art was

Tony DiTerlizzi's art was fantastic - I completely agree with you Smiling

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I love planar fantasy (of

I love planar fantasy (of all kinds). The wide (and weird) possibilities are just so much better than vanilla fantasy.

 I also like that PS is about the power and nature of belief. It pushes play naturally towards being more about RP and exploration (both literal and metaphorical).

 And diTerlizzi, yeah.

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Bob the Efreet wrote: I

'Bob the Efreet' wrote:
I love planar fantasy (of all kinds). The wide (and weird) possibilities are just so much better than vanilla fantasy.

I quite agree!

Spelljammer = "Mind flayers in space!" Cool

Planescape = "A mind flayer is my faction high-up!" Surprised

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Zimrazim wrote: Spelljammer

Zimrazim wrote:

Spelljammer = "Mind flayers in space!" Cool

Planescape = "A mind flayer is my faction high-up!" Surprised

Forgotten Realms: "My father is a wizard!"

Birthright: "My father is a king!"

Planescape: "My father is a balor!"

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Bob the Efreet wrote: I

Bob the Efreet wrote:

 I also like that PS is about the power and nature of belief. It pushes play naturally towards being more about RP and exploration (both literal and metaphorical).

Ooh, that's a good one!

 It seems though, that DiTerlizzi is winning the 'I made PS cool' campaign. By a landslide. Wink

TS 

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Eberron: Lets go to

Eberron: Lets go to Xen'drik. Its relatively unexplored.

Planescape: Which of the mutiple infinite places should we check out?

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My father is a balor

My father is a balor wizard-king... Sticking out tongue

While DiTerlizzi's art is with no doubt wonderful, in my case it were Robh Ruppel's fantastic (cover) arts that caught my eye and got me curious what would be going on on the planes; especially the cover image of Well of Worlds. While the guy on this book wears strange clothes (i.e. clearly not medieval) and unusual gear (the goggles; I assumed, and still like the idea, that you need wierd protective gear to survive on most of the planes) he should still be an adventurer like everyone knows them, fighting with sword and spell, just differing from his collegues from the material plane in his adaption to incredible places and creatures.

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For me it is the absolute

For me it is the absolute crazyness + incredible writing + the infinite possibilities.

For crazyness, the creators didn't hold back. The developers continue the tradition. Even the cant is enough to make it a unique game. Theres a Titan in Sigil, and she has two sword archon guards. In FR, a titan is some serious trouble.

In a regular dnd game, what you do is basically go dungeon diving and killing monsters. If someone is trafficiking with demons, you kill him - possibly with aid of the local paladin order.

In Sigil, there are Celestials trafficking weapons with both sides of the Blood War. This is just crazy. But if you think in PS terms, it is actually quite normal. Expectible, even.

So in PS, creatures that you use to wipe your sword, get up and become people. There are  conditions and hints for visiting Maglubiyet's realm in official books. Plus, you can and do visit the planes from very early on. So even a lemure can potentially own you. What do you do? Use diplomacy, and your head.

Writing. Every town description in PS has a "character" before it. Turn back and read them again, some of them really hit the spot. For Mercykiller capital in Acheron for example, this is "when the number of Martyrs is great enough, resistance collapses".

Check out the Inner planes guide. All 18 planes are described by natives or long time planewalkers, its as if you are really looking through a tourists guide, with the occasional  editorial cut. You've all read the manual of the planes and you probably got bored half way through it. But if you were reading it as a Slaad wrote it, you wouldn't be half as bored.

to top all this off, it comes with a nice package of DiTerlizzi artwork. What more could a body want?

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Personally, I enjoy the

Personally, I enjoy the weirdness. In one plane you have everything on great big gears. Another is composed of nested balls, like one of those dolls. I like Spelljammer for the same reason - flying through space on sailing ships is just cool.

I like settings where everything is quite different than what we're used to as real-world humans. I enjoy finding internal consistency and delving into how a particular realm or setting works. To me, Greyhawk, Toril, Krynn, Eberron, etc. are all variants on the same fantasy world theme. Each has its unique variants and flavor, but the similarities are strong. But none of them compares to the feeling you'd get when staring up from Dothion and seeing Shurrock above your head.

This may sound heretical, but I was never a big fan of DiTerlizzi's artwork. Aside from a few pieces, they all seemed too 'sketchy' to me.

I was also never that fond of the factions. To me, they seemed like D&D attempting to do the World of Darkness "everybody has a group and opinions about everything" idea. I do like some of the individual factions though. It makes sense for groups to be founded on belief when belief shapes the planes, but factions seemed to have way too much focus in the beginning of PS.

I also like fiends. I love exploring the idea of supernatural Evil (or Good, Chaos, Law. Furthermore, the various planar races are all varied and interesting - not just another variant on a dwarf or orc or drow (snore).

Perhaps the different planes also satisfy my wanderlust in an intellectual way.

Just some randomized thoughts.

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The planes are a massive

The planes are a massive canvas and the planes are paint - it gives us a central idea on which to base others. Morality plays, waxing philosophical about government and religion, and other explorations are opened up.

 There are few RPGs that really offer such a variety of options...

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Thanks for your thoughts

Thanks for your thoughts everyone! It looks like limitless possibilities and DiTerlizzi are winning the popularity contest.

TS 

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The thing I most love about

The thing I most love about Planescape that really sets it apart from other roleplaying games is that the whole setting is really about the nature of ideas. While other roleplaying games tend to be thematic, or allow you to play on a theme, Planescape is asking you to think about Truth. That is to say, whereas a game like, lets say Shadowrun has a vision of the world already sort of laid out for you, and limits the moral scope of the universe accordingly, Planescape is boundless. It is up to us as game masters and players to consider the real meaning of our actions and the world around us. It is a game that challenges you to really think. After all, one of the central preoccupations of the factions and of any planar players is to determine What Does It All Mean? That is a pretty ambitious concept for a roleplaying game to throw out, and I applaud the designers for it.

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....what Archdukechocula

....what Archdukechocula said...pretend I said it and move on. Eye-wink

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For me it's a combination

For me it's a combination of the variety of places and the character of the setting.

 Planescape can't be beat by anything for the sheer number of places, mysteries, ideas, concepts, and venues to explore.  The possibilities are endless, and if there's something you need or want somewhere, then a body's well within his rights to make it exist there.  Spelljammer's got a great handle on physical exploration, but even it can't quite reach the expanse Planescape hosts.

Then there's the character that all the books have.  The planar Cant, the canny bloods writing the books from a first person perspective instead of just typing on like they're writing classroom textbooks.  Don't get me wrong, it was neat to read some of the places in the 3e Manual of the Planes, but the tone can't beat what the cutters in Planescape said.

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For me, its the fact that

For me, its the fact that nothing is black or white in planescape, its all shades of grey. Some "good" angels can do awfulls things and demons aren't mindless killer but can be carefull and wise planer... You can never know for shure what to expect from a NPC. He might as well be double-crossing you, even thought hes a celestial... It forces players to think deeper than the "an orc, lets kill it!" typicall thinking of other campain setting.

Also, the setting isn't as much about good-evil like all the others but more about the lawfull-chaotic opposition, witch set it far appart everything else.The factions, the blood war, all mathers of ethic rather than moral. 

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Calmar wrote: the cover

Calmar wrote:

the cover image of Well of Worlds. While the guy on this book wears strange clothes (i.e. clearly not medieval) and unusual gear (the goggles; I assumed, and still like the idea, that you need wierd protective gear to survive on most of the planes) he should still be an adventurer like everyone knows them, fighting with sword and spell, just differing from his collegues from the material plane in his adaption to incredible places and creatures.

Behind the scenes: The initial concept art for this was a long-haired guy struggling to avoid falling through strange cubes in an outer blackness-type environment. If you can find a copy of the previous year's retail schedule, you can find the prototype.

As the time drew near for the actual creation of the art, I approached Robh and asked when he was going to get started. He said he'd thought it over and wanted to change up the concept a bit, for much the same reason you've outlined above: he wanted to use Carceri, and wanted to make someone who looked like an explorer, not an adventurer. He told me he wanted to use me for the model, but that we'd need to get some props.

Robh had me dress up in my black canvas duster, put a kerchief over my bald head, and punched out the lens of a cheap pair of sunglasses. Then he took me to the hill behind TSR and poured some Slime over my head and told me to act like I was being pulled over a cliff by demons.

 And that is the story of  the cover of Well of Worlds.

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ColinMcComb wrote:As the

ColinMcComb wrote:
As the time drew near for the actual creation of the art, I approached Robh and asked when he was going to get started. He said he'd thought it over and wanted to change up the concept a bit, for much the same reason you've outlined above: he wanted to use Carceri, and wanted to make someone who looked like an explorer, not an adventurer. He told me he wanted to use me for the model, but that we'd need to get some props.

Robh had me dress up in my black canvas duster, put a kerchief over my bald head, and punched out the lens of a cheap pair of sunglasses. Then he took me to the hill behind TSR and poured some Slime over my head and told me to act like I was being pulled over a cliff by demons.

And that is the story of  the cover of Well of Worlds.

Wow, that's cool. Thanks for the information! Who'd have thought that the archetypical planewalker to me is also the book's author? Laughing out loud

 

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"Then he took me to the

"Then he took me to the hill behind TSR...."

Were you worried at that point?  Wink

 

I enjoy the extreme variety of Planescape, the huge array of options, and the freedom to run a game where weirdness is expected.

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Me, t'always bin me.

Me, t'always bin me.

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What I love about

What I love about Planescape ... it shatters expectations.  It isn't about your race or what level you are; it doesn't matter if you have 100 hit points of a +5 sword - what matters is how canny you are and how well you use what you have.  Nothing on the planes is what it seems, which means that no one - even that hot head Tanar'ri - can make assumptions.  I have seen low level characters talk down demons and outwit demigods - I've also seen a 12th level pc taken down by a bum.

Planescape isn't about power, it's about ideas and imagination.  One of my proudest days as a GM was when a player smacked his head and said "I'm thinking too literally!" ... I knew at that point he'd got it.

Lastly, I have a difficult time limiting myself to one thing ... I have an endless font of ideas spilling from my brain and the only way I can appease them all is to play in a setting which allows me to leap between any world or genre I want without starting all over again.

Planescape is almost everything I need in a world ... which is why I've been coming back since the first boxed set and never stop being excited about it.

 

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