The discussions of 4e making me wonder....
What house-rules or modifications of planes do you use in your PS games?
Do you use the great wheel? Ygdrasil? Are there well-known gates along "The Great Road" of the Great Wheel?
Are the planes chock full of Powers' realms, or are they mostly empty, neutral terrirory one can travel freely through?
Is the prime material considered one plane made up of crystal spheres and phlogistin (or whatever), or are prime worlds considered separate layers or planes reachable through wildspace?
Are there independant Powers in Baator?
Do the inevitables run Mechanus, or the modrons? Is it infested with formians?
Are the rilmani a major player in the planar power balance? Do they openly take sides to restore the balance, or are they subtle?
About how big and populous is Sigil?
Are there steampunk/tinker gnome items available?
Are psionics widespread, considered "just another form of magic", or restricted to certain races and individuals?
You get the idea. I basicly want to hear how people modify canon for their own unique and yummy flavor of Planescape.
P.S. Feel free to use this line to pick up RP geeks in the library. "Hey babe, what's your cosmology?"
What should I say... I started three campaigns already, and none of them got above level 5. And only one of them left Sigil, for a short trip to a particularily icy and deserted part of Acheron. Therefore, I can't really say much about the planes per se, only Sigil.
My Sigil has some renaissance technology (printing, gunpowder is very rare) and a few steampunk-light elements, mostly small gadgets powered by clockwork, like the automatic lockpick I invented once.