Question for you all...

Post/Author/DateTimePost
#1

Shemeska_the_Marauder

Nov 14, 2003 11:52:56
As I'm faced with making additions and or cuts to some material for PS3e, I want to ask your opinion on some of it.

How long is too long, and how short is too short for the Guide to Sigil when its released, in your opinions?

Is there such a thing as too much information on places, or people, or guilds, etc? Do you prefer more details set out, or more brief descriptions to allow more room for you to add things in your own games?

At the moment, the Sigil draft is about to top 100 pages single space, and there's some concern from certain bloods who shall remain unnamed *winks* that perhaps I went a bit overboard on both detail and verbosity in parts.

So whats your feeling on the questions I've posed so far? And is 100 pages too daunting for some of you? Or might it be too daunting for n00bs to the setting?

As evangelizing for Planescape as I try to be, I don't want to present material in a way that might be off putting towards newcomers.

*puts down the pen and preens slowly* 'And they said that 'other' Arcanaloth was the one good with writing. Hmph!'
#2

incenjucar

Nov 14, 2003 12:52:50
Since printing this will be hell on anyone with an expensive-ink printer, I'd suggest being concise. However, detail is a beautiful thing.

I don't suppose there's a possibility of the 'long story' and the 'short story' being two seperate documents?

After all, you did all that writing, it would be a shame to waste it; but it would also be nice to have the hard and fast info at hand.

An abbreviated version of as many materials as possible would be lovely.
#3

zombiegleemax

Nov 14, 2003 12:58:27
In my mind, there really is no such thing as too much detail. However, the details should be organised in such a way that it is not mixed into a big bowl.

I mean: start with a bit generic stuff with the wards, for example, then go into more and more detail as the chapter(s) moves on.

Example:
1)Sigil(generic)
2)The wards
3)Each singular ward
3.1)More details as the chapter progress towards the end

and so on.

Just my suggestion.

And the total size...as much as you can make it, really, as long as it is relevant at all, that is.
#4

zombiegleemax

Nov 14, 2003 15:05:11
I vote for More. No matter how much you detail, there's going to be plenty of room for us DMs to add our own stuff anyway. Printing it might pose a problem, but I'm sure some enterprising blood will figure a way to ease that pain.
#5

bob_the_efreet

Nov 14, 2003 16:32:21
I'm all for however much Sigil information you want to give us. However, people new to the setting might be a bit daunted by a huge guide for one little city. (I know it's an important city, but not everyone does.)
#6

zombiegleemax

Nov 14, 2003 21:21:08
I feel torn between the two options, really. On the one hand, i love planescape, and the more thingamajigits i can read about it, the betterer. On the other, one of the things that i love about the original boxed set was the brevity and elegance of descriptions- just enough to characterize it, but leaving you to fill in the blanks and make connections. How about, initially, brief info on a lot of stuff, then a series of articles on planewalker (ps3e? whatever the website is, my brain is burned out this week) each week, giving deeper info on the aforementioned locales of interest?
#7

zombiegleemax

Nov 14, 2003 22:38:58
Okay here's the thing--if Sigil gets larger, does anything get cut and if it does, what? Sigil being detailed is extremely important, and if it's simply a preference, then larger definitely. However, if it does mean things being cut, maybe no more than 100-120 pages on it. Another important thing is if there will ever be a supplement entirely on Sigil. I would rather have things not how they are in 2e where every source on Sigil seems to spend half the time repeating each other, and if there'll later be a detailed source on Sigil, then it would be better if this is consise.
#8

ylem

Nov 14, 2003 22:55:14
More is definitely better in this case. I've been lurking on this board for a couple of weeks, and I'm really looking forward to reading what the "other" Loth has to say about Sigil. Please, gracious lady fiend, give us everything you've got!
#9

Shemeska_the_Marauder

Nov 15, 2003 0:23:40
Thanks for the replies so far, I just thought it pertinant to actually ask the intended audience what their opinion was before I started mucking around with what I've already written. To be honest I wouldn't have a problem releasing it now as is, I'm rather proud of it. However I'm not entirely in charge of it as such. *chuckle*

Again thanks, and since I won't start revising till probably Monday or so, I'll keep checking back here to read any further opinions on the matter you all might have.

And oh... lest I forget ;)

(slips IC)

*deigns to read your opinions, then ignores them*

'I love me'
#10

sildatorak

Nov 15, 2003 1:40:42
I don't care what you do with sigil as long as you include Sildatorak as a berk worth mentioning. I've been storing up holy water for the better part of three years and it is about time that a certain 'loth got tossed in the dunk tank. ;)
#11

zombiegleemax

Nov 15, 2003 1:42:06
I agree that the question depends upon the probability of a Sigil Sourcebook coming out after the basic PS3e happens. If there is a Sigil Sourcebook planned then cut down what you have to the barebones and keep everything else for the sourcebook (I can't stand it when sourcebooks really give nothing new) but if you don't think that there is a good chance of something like a sourcebook coming out afterwards then by all means put everything you have written into what you got now. Its a waste of your time to not use the things you have written and IMO there is never such a thing as too much info.


PS: Decided since I am the one asking most of the annoyingly newbie questions lately I needed to change my SN
#12

zombiegleemax

Nov 15, 2003 3:28:50
If you do end up cutting it down, what are the chances of an "unofficial", pre-cut-down version becoming available? I for one, wouldn't care if it's not polished, or unedited, or otherwise not up to published quality. I'm an info-junkie, and I'd wade through a sea of your writing if it meant I'd have have more dark.
#13

zombiegleemax

Nov 15, 2003 5:08:10
I just thought it pertinant to actually ask the intended audience what their opinion was before I started mucking around with what I've already written

I haven't seen what you've written, so it's a bit hard to comment on it as is. Maybe if you give us, say, a link to the uncut guide so that we can make far more... useful... comments.
#14

zombiegleemax

Nov 15, 2003 5:10:20
(this post does not exist)
#15

zombiegleemax

Nov 15, 2003 9:43:42
Okay, here we go:

What's too long? More than three-hundred pages of the original Planescape materials were devoted to Sigil. We'll talk about what long might be once you hit 260 or so.

What's too short? Can you fit a Sigil primer on a pamphlet? I kid, I kid. More seriously, at the very least I want a summary of what's changed. Anything beyond that's gravy since I can still refer to the old books. Newcomers will probably want something akin to the thirty or so pages devoted to Sigil in Sigil and Beyond.

Is 100 pages daunting? Not really. I read through material in a cover-to-cover way once in a while, but more often I just browse and/or use it like a reference.

Is 100 pages a good length for a Sigil primer? No. It's way too long. Personally, I'd like something I could print and hand to someone. Not quite the pamphlet, but something short.

More detail, or more brief descriptions? I assume you're asking whether I want a few things in great detail or many things in little detail. I'll take the first option. If I'm going to be filling in the details anyway I may as well be botching one of my own ideas rather than yours.

Is there such thing as too much information about places, people, guilds, etc? I don't think it's possible to have crossed that line so long as what you're giving out is still either relevant or interesting.

Done.
#16

zombiegleemax

Nov 15, 2003 17:04:39
Actually, I think it would be incredibly funny to give with the main book a small pamphlet saying, "The multiverse can be yours for only 5 jink a day!" and then giving a tourist's guide to sigil.
#17

zombiegleemax

Nov 15, 2003 20:13:21
If the manual is getting too long, give sigil something like the 30 pages from the original setting, and keep the material for a later extended guide to sigil.
#18

zombiegleemax

Nov 16, 2003 17:02:17
I think that if it's an interesting read, make it as long as possible while still being quality.

As far as cutting it, as long as it has everything a newcomer would need, and enough to make anyone who knows the old planescape by heart happy, it should be fine.

Besides, seeing as its going to be individuals printing the book when its finished, and not a printing company, whats the point of cutting it?
#19

zombiegleemax

Nov 16, 2003 18:55:53
A solid point from the bread advocate.

I don't care how many pages of fluff are in it, since it'll be just as free whether it's a virtual pamphlet or 2048 pages of utter screed... so long as it's fun and useful screed.

Make it as big as it needs to be or wants to be, and just organise it well. And, just hypothetically, what'd happen to the subject of a reverse gravity spell in the Cage?
#20

sildatorak

Nov 16, 2003 21:47:15
Since they took away the unlimited verticle dimension on reverse gravity from 2e, you can't get anyone near enough to the center to stick them up there unless you are caster level 264 (assuming a 2.5 mile radius for Sigil).
#21

zombiegleemax

Nov 16, 2003 22:02:33
(I hate double posts. This post does not exist.)
#22

zombiegleemax

Nov 16, 2003 22:06:17
Bah. 3e earns another point of evil for slaying spells that physics makes truly deadly. 170 feet is bland and boring compared to the old ways of falling upward for at least 17 minutes.
#23

zombiegleemax

Nov 16, 2003 22:12:24
Yeah, but once you hit terminal velocity it doesn't matter. One thing that never made sense to me was the rule for damage from falling. At a certain point it doesn't increase because you hit your terminal velocity. Assuming you fall for about 15 seconds, you're never going to actually fall faster than that so you shouldn't take more damage.
#24

zombiegleemax

Nov 16, 2003 22:16:32
Once you hit terminal velocity, it didn't matter for fall damage. I had a wildmage who hit escape velocity after some number crunching, thus avoiding the fall damage question entirely.
#25

zombiegleemax

Nov 16, 2003 22:22:20
*sigh* wildmages. I have a person in my group who absolutely loves wild mages.... DON'T get me started about wildmages.....*grumbles off for five minutes looking less like the archmage he is and more like an old dwarf*.
#26

Shemeska_the_Marauder

Nov 16, 2003 22:34:23
There's no better way to disrupt a meeting of the Fraternity of Order than by paying some berk to sneak in and at some point stand up, point towards one exit and scream, "Tanar'ri Wild Mage!"
#27

Shemeska_the_Marauder

Nov 16, 2003 22:41:09
And yeah, being that the ring of Sigil is rather, well, large, as previously posted, you'd just shoot up, then fall back down since reverse gravity no longer has an unlimited vertical duration.

However if you houserule that spell in your own games to allow you to keep falling up, you'd eventually just hit the other side of the ring. Now it also calls into question, does the spell reverse gravity on the subject based on their own local gravity, or the initial gravity they're in? Because the gravity switches over past the center of the ring.

One interpretation of that would have them stuck at the center or bouncing back and forth to some extent while the spell was active. And when they spell ended, they might be stuck at the center till wind or some other event nudged them one way or another and they fell back to one side of the ring or the other.

Of course either way, they'd get an ever so fun look
outside the ring itself... However I would posit that you have to intentionally jump or fly 'out' of the ring itself, and with reverse gravity you wouldn't run the risk of being nudged one way or the other and leaping into oblivion or whatever it is exactly that lies beyond that border.
#28

sildatorak

Nov 16, 2003 23:00:43
Actually, if you took the verticle limit off the spell and cast it in Sigil, I'd imagine you'd end up with a pair of splattered berks. It would reach clear to the other side, and once someone stepped on that patch of ground you'd have a couple of humanoid billiard balls careening toward each other. Since you'd end up with a wad of raw meat floating up there once the spell wore off, it could get nudged in any direction and then you might even crush yet one more person. At the very least someone would probably end up with a nasty cleaning bill.
#29

zombiegleemax

Nov 17, 2003 1:06:48
Thus was born the most theoretical and convoluted method of killing two men at once in Sigil.

On the plus side, if this any of this did work you could get a fairly accurate measure of Sigil's diameter. That alone means, of course, that it won't.
#30

zombiegleemax

Nov 17, 2003 4:44:20
Shem, just ask yourself this: who's your customer?

(or audience, or whatever. I'm in the middle of a marketing training right now. bear with me)

If it's players new to the planescape game, keep it short. An overview of the wards, some interesting places. Nothing more.

If it's GM's, make it long. Add lots of flavor, rumors, secrets and anything that can be converted into a plot hook.

If it's hardcore planescape fans, keep it concise. Stick to canon. Add rumours and tidbits when apropriate, but keep it neat.

For example, a newbe player is going to feel daunted by more than two score pages. A hardcore fan will feel cheated, and scream for more. You simply can't please both with the same document.

The format the ps3e team chose does not seem to be geared towards any particular audience I listed *. Thta's ok, though. I'm certain there are a lot more possibilities.

*) For example, game mechanics such as feats and PrC allongside fairly in-depth faction information (which new players should probably not be aware of).
#31

zombiegleemax

Nov 17, 2003 6:03:43
All it takes for an accurate measure of Sigil's diameter is an accurate measurement of its circumference. That, however, I leave to the Guvners.

Now, for a truly odd theory. We know the Lady can close all the portals of Sigil, flay gods, fling bashers about time, and keep Powers out of Her city.

Is it a leap to suggest that, if She was really upset, then She could selectively ignore the gravity of the Cage for certain vexatious individuals? Dropping berks into the Outlands saves a Maze and some mess, after all.
#32

zombiegleemax

Nov 17, 2003 10:06:55
Honestly, it's not a leap at all. But if the Lady is going to do that to a poor sod, she might as well flay him.

And Shemeska, even though it's a little late and many have already said this, more is better, I think, as long as it all flows nicely and makes sense!
#33

Shemeska_the_Marauder

Nov 17, 2003 10:49:11
*nodding* Thats seems to be most people's feelings so far it seems. However to take into account the issue of people printing it out, I'm going to adjust the layout slightly so that each Ward can be printed out by itself, and that each large section otherwise can also be printed out seperately by placing the page breaks as such.

That way you can just print out what might be needed then, and leave out info you might not need immediately.

Also the amount of cant used is about low to medium throughout the text. There's also in character text blocks at the beginning of each Ward section, and for each important individual detailed in the persons of note section. Depending on the person in question, those are pretty thick with cant at times.

Hopefully the level of cant strikes a balance between hard care fans and people new to the planes. *smirk* That balance should suit you well Center-of-All.

There's a ton of prior canon material in there considering not everyone may have access to the older 2e books. And there of course are all the changes brought about with the conclusion of the Faction War, and the roughly 5 years that have passed in the setting since that time. Plot hooks galore.
#34

bob_the_efreet

Nov 17, 2003 18:13:46
Ah, Sigil physics. I'm always amused by the looks I get when I tell players that the Spire is infinitely tall, but Sigil is above it.
#35

zombiegleemax

Nov 17, 2003 23:39:04
And since the Spire is infinitely tall and the Cage is above it, the logical conclusion is that an object falling from Sigil will, in fact, never hit the Outlands.

Well... not for a while, anyway. Point would be, if you dropped something from Sigil then after an infinite period of time it would have accelerated to infinite speed. Once it reaches infinite speed, it can cover an infinite distance in a miniscule period of time, meaning that when Cager suicides do start raining down on the Athar, they'll be moving pretty quick. Of course, that won't actually happen until an infinite period of time has elapsed.

Assuming the sod has survived the infinitely long fall, they'd take 20d6 damage, one of which might be nonlethal.
#36

sildatorak

Nov 18, 2003 2:24:57
Unless they are 20th level monks, in which case their slow-fall ability will make everything ok. Seeing as how an infinite amount of time has passed, they will arrive at precisely the same moment as all the other berks hitting the 'Lands.
#37

bob_the_efreet

Nov 18, 2003 5:34:11
Originally posted by Persephone Imytholin
Point would be, if you dropped something from Sigil then after an infinite period of time it would have accelerated to infinite speed.

Not quite. See, whatever Outlands gravity is will accelerate for a certain time, but when acceleration hits relativistic speeds mass increases, and eventually mass will be so much that gravity would have to exert an infinite force to accelerate any greater. Most likely, after an infinite amount of time, the poor sod would be going near lightspeed (dilating time, so it takes even longer), and eventually traverse the infinite distance. The point is that when this does happen the Athar are in trouble. (The Rilmani aren't, they saw it coming.)
#38

zombiegleemax

Nov 18, 2003 9:00:07
In theory they die of old age before hitting the ground.
#39

zombiegleemax

Nov 18, 2003 12:26:49
Originally posted by Bob the Efreet
Not quite. See, whatever Outlands gravity is will accelerate for a certain time, but when acceleration hits relativistic speeds mass increases, and eventually mass will be so much that gravity would have to exert an infinite force to accelerate any greater. Most likely, after an infinite amount of time, the poor sod would be going near lightspeed (dilating time, so it takes even longer), and eventually traverse the infinite distance. The point is that when this does happen the Athar are in trouble. (The Rilmani aren't, they saw it coming.)

Of course we'd see it coming. But why would the Athar be in trouble? Are you sure we'd let them be affected by this?

More seriously, though, with as many people out there as there are who believe in and worship the powers, who's to say that the rilmani aren't offering a sort of protection to the Athar. The Athar's non-belief in the powers offers a very strong balance to the belief of a lot of other people. After all, there is quite a bit more to balance than simple matters of good vs. evil and law vs. chaos.

*cackles after having managed to hijack yet another thread from its original topic*
#40

bob_the_efreet

Nov 18, 2003 15:55:37
Oh, and I suppose it's also the Rilmani's fault that I, as an excellent interplanar merchant, am here on the planes doing my thing, so as to balance out the Mercane?
#41

zombiegleemax

Nov 18, 2003 20:40:08
That's something I'm not really willing to say. But if something doesn't make sense, it could very well be that we stuck our nose in.
#42

incenjucar

Nov 18, 2003 23:00:43
Of course, any time a rumor springs up that a pile of bones just landed on Elysium, with a rune-covered bracelet that was forged in the dawn of history...
#43

saurstalk

Nov 19, 2003 10:45:34
Originally posted by Shemeska the Marauder
As I'm faced with making additions and or cuts to some material for PS3e, I want to ask your opinion on some of it.

How long is too long, and how short is too short for the Guide to Sigil when its released, in your opinions?

Is there such a thing as too much information on places, or people, or guilds, etc? Do you prefer more details set out, or more brief descriptions to allow more room for you to add things in your own games?

At the moment, the Sigil draft is about to top 100 pages single space, and there's some concern from certain bloods who shall remain unnamed *winks* that perhaps I went a bit overboard on both detail and verbosity in parts.

So whats your feeling on the questions I've posed so far? And is 100 pages too daunting for some of you? Or might it be too daunting for n00bs to the setting?

As evangelizing for Planescape as I try to be, I don't want to present material in a way that might be off putting towards newcomers.

*puts down the pen and preens slowly* 'And they said that 'other' Arcanaloth was the one good with writing. Hmph!'

I agree with some posters who suggest a more concise approach would be easier on the printer. However, to then go completely to the other end of the spectrum, I suggest that the more the merrier. I'd personally like to see some playable NPCs inserted as well. Further, the ultimate issue, IMO, will be a handy Table of Contents and Index. Some people may choose to not even print out the document, but keep it on the PC as a reference tool. So long as it's easy to scry through, then details shouldn't be omitted for the sake of ink.

Also, as a general aside, has anyone considered connecting in with a print source? If the final product was sent to a particular printer and interested persons paid for binding, paper and ink, it seems that you'd be able to work your way around the SRD legalisms. That is, you aren't paying for the product, but rather the compiling of the product: goods v. services.
#44

zombiegleemax

Nov 19, 2003 12:05:23
I think it was mentioned before, but here goes. I like the idea of putting more in -- so long as it makes sense.

To compensate for the printer-crazy folks, I think the best option would be to divide the document into clearly marked sections so that people can print out what sections they need as they need them.
#45

Shemeska_the_Marauder

Nov 20, 2003 12:31:50
By the way, if anyone wants to take a peek at the Sigil draft now that I'm into the revisions, send me an email and I'll send you a little excerpt. I think at least one poster here actually requested to see the draft itself. I won't give the whole thing, but I'll give you something to look over certainly.

It might be liable to change, but since most of you seem to be interested, well I might as well do more than just allude to and hint about the darn thing like I have for months now. :D
#46

caoslayer

Nov 20, 2003 12:46:50
I havent readed all the replies.

My opinion it is that should be two guides to sigil, one for planewalkers and another for masters.

The first should introduce the most important places in sigil like the faction´s headquarters and description of the enviroment in the wards.

The another guide would include deep description of the quarters(NPC found there, ideas for adventures and so) and a list of taberns, shops and another places that must be controlled by the DM itself.

my two jinks
#47

saurstalk

Nov 20, 2003 14:31:48
Originally posted by CaoSlayer
I havent readed all the replies.

My opinion it is that should be two guides to sigil, one for planewalkers and another for masters.

The first should introduce the most important places in sigil like the faction´s headquarters and description of the enviroment in the wards.

The another guide would include deep description of the quarters(NPC found there, ideas for adventures and so) and a list of taberns, shops and another places that must be controlled by the DM itself.

my two jinks

Why not just do like what's done in modules? I.e., have sections available for players, but in separated areas, have information for the DM. That way, it'll all be at one's disposal ... and certain redundancies can be avoided.
#48

zombiegleemax

Nov 20, 2003 20:44:43
Hmm, that's an extremely good idea. Assuming that you're writing a fairly complete thing in this draft (from what you've alluded to), are we going to have a more player-guide to sigil thing going on?
#49

Shemeska_the_Marauder

Nov 20, 2003 21:16:29
Well the guide is fairly comprehensive, but its intended as a players guide to introduce people, but with enough plot hooks and deeper info and potential darks to sate a DM quite happily.

Most of the inserts and comments from The Editor are more in line with information for the DM. The format of course to seperate these sections might be tweaked if needed.

And again, the offer stands to email me and I'll give an excerpt from the draft for folks to look over.
#50

xanxost_the_slaadi_dup

Nov 21, 2003 2:34:44
Xanxost tested this theory of "infinite falling off of Sigil" once and combined it with my "no one misses Mephits when they're gone" theory. See...Guvners aren't the only ones with theories, but it works better when you tie up their wings because they try to fly away like Avariels when you want to shake hands. They didn't want to shake hands because I just ate one of their friends.
He wasn't even good tasting, like Teiflings. Never good to have a Tiefling bit stuck in your teeth.
#51

zombiegleemax

Nov 21, 2003 2:50:05
I wondered when you'd show up.

Bah. It is obvious that falling down the Spire does something. If we could consider Unit 123155623's Razor, it would seem that the most logical and simple solution is the true one. Most logical solution? Anyone who leaps from Sigil is destroyed instantly.
#52

zombiegleemax

Nov 21, 2003 10:30:30
*smiles broadly at the appearance of Xanxost*

Marvelous.

As for what happens when you jump off the edge. *smiles that secretive rilmani smile again and proceeds to buff his shiny-ness*
#53

Ornum

Nov 21, 2003 23:11:00
Hey guys, I'm new here. Anyway...

I've always been a fan of lengthy descriptions and don't care how much is put in, as there is no such thing as too much for me. I've always been a fan of site, situation, and political descriptors of a place other than just being told that "it's a place, make up the rest". As much detail as you can muster and are willing to incorporate is my vote, if it counts.
#54

jasperdm

Nov 22, 2003 11:34:29
"MORE MORE MORE MORE MORE!

Give me a Planescape book the size of Book of the Righteous!

Give me a Sigil book the size of Ghostwalk!

Give me a faction book as big as Races of Faerun!

Gimmegimmegimme...hell, put them all at 30 bucks a pop, and watch me snatch them up like a ratatosk crackhead."

I now return you to my previous alhoon cynicism and self-superiority.