DM requesting info from plane saavy cutters



Feb 02, 2004 1:31:30
I'm new to Planescape, I've had almost no experience at all with the setting. I own the game Planescape: Torment but have yet to play it through. I will soon have access to a number of the old boxed sets and materials, but for now I'm looking for a general overview.

Tell me about Planescape, and sigil, answer some of the more common questions if you can... How useful will the 3rd edition Manual of the Planes be to me? Is the info in the 3.5 DMG more than enough?

Any and all help is appreciated.

Also, how would you rate this website as to accuracy and including what is considered "cannon" for the setting?


Feb 02, 2004 1:56:27
Trawl through this forum and you'll have many, MANY of your questions answered.

Mimir isn't canonical, though much of the material there is well written. It's an archive of fan created stuff, some excellant that I've used in games, some average, and some screed.

The 3e MotP is essentially watered down Planescape. There was no way they could have compiled all of 2e Planescape into a single 3e book. Overall I think they did an excellent job, though I feel in places they were trying to distance themselves from Planescape. Maybe, maybe not. I don't like their take on the Formians, nor the simplification and removal of much of the material on the structure of the Inner Planes.

The info in the 3.5 DMG is a mixed bag IMHO. While it gives pretty good information, its information is only accurate before the events of Faction War. There's been about 5-6 years in the setting pass since then, and the Factions are no longer in control of the daily operations of the City of Doors.

Go to for the 3e conversion of the setting, and continuation of the plotlines and stories surround the factions, Sigil itself, etc. Look for us to release the Sigil Guidebook soon. (almost there....)


Feb 02, 2004 2:09:33
For this post, I'm assuming that you are going to be the DM. If that isn't the case, you should ask your DM rather than me about what is good and what isn't.

When it comes to the mimir, consider it all friendly advice on what to include in your campaign. I personally love the flavor of planar jink that they offer, find the stuff in the Musee intriguing (though a large chunk of it is most likely screed, but you never know), and think that some of the locations in Brix's guide to the cage are great. Planescape campaigns can have huge differences from DM to DM, simply because there are so many directions you can take it. It is up to you to personalize your take on it.