Newbie Planescape GM, any advice?

Post/Author/DateTimePost
#1

good

Mar 27, 2006 12:14:12
I had wanted to run a planehopping campaign with guilds and factions at war, so my group encouraged me to run a planescape campaign. I'm in way over my head. I'm using planewalker.com and several other sites to get the "feel of planescape" together, but I find I'm having trouble with specifics. For instance, I hoped to start the players out in a gatetown (so I can get Sigil right by the time the group gets there), but I don't find much material on it. Were it ravenloft, I could find details on virtually every member of a town, sometimes.

Also, a timeline would be nice so I could determine a good point of entry for the campaign. All I know is that there is a pre-faction war, post-faction war, and during the faction war setting. I think I'll set it up during the beginnings of the Faction War.

So, another thing that would be helpful would be details of major players.

If anyone has the answers to these questions, or, has some other constructive advice I'd love to hear it. I want to make the game as fun for my players as possible, and, at least 3 of them know more about planescape than I do.

Good.
#2

ripvanwormer

Mar 27, 2006 14:19:29
http://www.planewalker.com/encyclopedia/index.php is a good start, giving some basic details on most Planescape things as well as references to where you can go to find out more.

For major players, search for "factols" and "golden lords" in the encyclopedia (seperately, without the quotes).

For timelines, see this thread where we've been trying to hash out the history of the factions.

And this thread I just posted.
#3

good

Mar 27, 2006 16:50:34
Thanks for those. Unfortunately, planewalker.com seems to focus more on post-faction war, and I'd like to do pre-faction war stuff. Perhaps shortly before, and leading into, the Faction War. As core as possible. Any good primers? Anyone have recommendations on how it should be run, or lead in adventures?

Good.
#4

ripvanwormer

Mar 27, 2006 17:26:50
I'd like to do pre-faction war stuff. Perhaps shortly before, and leading into, the Faction War. As core as possible. Any good primers?

The published Planescape books all fit into that era. Buy the pdfs of The Factol's Manifesto and Uncaged: Faces of Sigil. You can get them both for eight bucks at Paizo.com.

You can also get a fair amount of material from James O'Rance's The Door to Everywhere, Mimir.net/factions, Cagerattlers, Cutters, and Kriegstanz.
#5

calmar

Apr 02, 2006 11:32:59
I'm in way over my head. I'm using planewalker.com and several other sites to get the "feel of planescape" together, but I find I'm having trouble with specifics.

That's exactly how I feel! :D
I started looking after Planescape just for curiosity, but each time I think about doing a campaign in this setting, a vast amount of questions come up.
I have not researched specifically after a certain period in PS hstory. However, the websites I found could be still useful for you.

http://www.mimir.net/main.shtml
The Mimir. You probably know it already.

http://www.mimir.net/psmush/maps.shtml
http://www.mimir.net/pathways/index.shtml
Nice maps of Sigil and other useful stuff from Mimir. Dunno how to get there from the main page...

http://www.geocities.com/gradasso/planes/Sigil.htm
more Sigil...

http://planescape.digital-magi.com/content/planescape/individual/planar_cant_dictionary/
The Cant.

http://www.pathguy.com/planes.htm
The Outer...

http://www.pathguy.com/inner.htm
...and the Inner Planes

http://www.geocities.com/findorian/Campaign/7-Magic/FA1.htm
More planes...

http://www.wizards.com/dnd/article.asp?x=dnd/dx20010914a
Finally something to listen. My speakers do not work at the moment, so I have not tested it yet, but it should provide some idea about the 'feeling'.

Hope you can use it.
#6

bob_the_efreet

Apr 02, 2006 13:57:11
http://www.pathguy.com/planes.htm
The Outer...

http://www.pathguy.com/inner.htm
...and the Inner Planes

It's worth noting that sometimes this site has it's own, non-canon views of the planes. Which is fine, it's just important to keep in mind.
#7

lixinjian

Apr 02, 2006 14:57:09
I wouldn't care much about the timeline, if I were you. Basically, the idea of Planescape was that the planes were infinite, and that monitoring time was irrelevent since many planes had relative or non-linear time anyways. Timekeeping really isn't an issue in Planescape, I think.

Pretty much like maps, which quickly become obsolete in Planescape because the world evolves even in drastic, geographical ways. We DMs and Players use them, but planewalkers don't.

As far as resource material goes, you can't go wrong with the Planewalker's Handbook. It's a great primer. Then the core Boxed Set is great, and that's where you'll find some info on the gatetowns and the Outlands, although it's still a little sketchy IIRC.

After that, just use whatever material you have or buy what you really need to suit the campaign-style you are after. If you are indeed focussing on the factions, you'll need to know Sigil and the factions, and not much else. The influence of the factions on the Outter, Inner, Astral or Ethereal Planes is minimal.

Faction-themed Campaign
Factol's Manifesto (a look at the specifics of each faction, their rulers, their benefits, maps of their headquarters, etc.) - A beautiful book I've seldom really used, probably because I never got really deep into the faction aspect of the setting.
Faction War - Haven't read it, but it's the adventure that ended it all. Sorta. Plus, it is likely to have info on the events that lead to the Faction War, and thus, flesh out your timeline.

Sigil-based Campaign
In the Cage: A Guide to Sigil (a thorough look at Sigil with lots of areas and buildings to explore, with maps and other descriptions) - very interesting and handy
Uncaged: Faces of Sigil (a collection of interesting NPCs that'll spice up any Sigil-based campaign)

Exploration Campaign
Any of the boxed sets - they're all great and very inspiring. Unfortunately, rather expensive too.
Inner Planes (if elemental planes are your cup of tea)
A Guide to the Ethereal Plane (if you expect to spend lots of time there)

There you have it.
#8

soel_griffin

Apr 04, 2006 1:02:19
If you're using the factions and allowing players to be members, then I suggest limiting them to one faction for lack of conflict between the pcs and less "hook" work for you.

Now, if you don't mind differing philosophical viewpoints and have a good handle on the people you are running, then you can have some real fun with pcs in differing factions.