Didn't want to Hijack the zombie thread with this stuff.
I'm going to be test driving 4e sometime in the next 6 weeks or so. I'd skip 3e and go straight to 3.5. It streamlines alot of stuff and nerfed some abusable shit (like Harm and Polymorph other), also the Complete Class books (FIghter, Rouge, Divine, Arcane) are fucking fantastic. There's a bunch of books that are great and a bunch that are total crap. Most of the stuff published under the OGL is pure crap but there are a few gold bits like Mutants and Masterminds. I can give you a list of quality goods or a Yay/Nay review if you're not certain and wanna run something by me.Originally Posted by VoltaireBlue
Planescape was AD&D 2.5e it was the last campaine setting to come out before TSR went under. It took place in, well, the plane. It was a heavily conceptual setting where the players could be Planar (born on in the planes) or Primes (from a Campain setting world). The planes were ideological locations arrayed in a conceptual wheel that corosponded to the alignments with places like Mount Celestia the Mountain plane of Lawful Good, Baator the Lawful Evil 9 layered hell, The Abyss the Chaotic Evil infinately layered Plane, Mechanicus the True Neutral clockwork hive city. Then there were the outlands, an infinate plane manifest from the neutrality that was caused by the eldrich intereplay of forces of the outer planes rotating about the "great wheel". At the center of the outlands is a spire infinately high and at the top of that spire (yes you read that right) is the City of Doors, Sigil, where the Gods and their ideologies are taboo punishable by imprisonment in a torture maze dimension. Sigil is also a city of portals where one can get to and come from any plan in the multiverse. Every door, window, and hedge in Sigil is a portal to and from somewhere but you have to have the right key to open them. Sometimes that key is obvious sometimes obtuse, and occasionally random or silly. Sigil is a huge place with numerous interesting districts and several Ideological factions who have very strong opinions about how the multi verse should function, and since the planes are a place where ideology is manifest they actualy do have a nominal say (it's more of a popularity contest/constant jihad). Planscape also encompases and workes in the other planes such as the Astral, Etherial, the Demi-plane of Shadow (from Forgoten Realms), and the Elemental Planes. It's got an intersting and internaly coherant dialect that the natives speak which can be learned by gleenin the dark of it from the cant of the berkers what hab there.
It also had some of the best modules of 2nd ed like the "Great Modron March" and "Dead Gods" the later of which is a continuation of the famous "Rod of 7 parts" quest in which the players are manipulated into resurecting Orcuss.
Ravenloft did suck balls. I tried to run adventures there several times and failed to enjoy it at all. Ravenloft is OK as a side quest or a one shot, but was crap fodder for long games.
I'd love to play in a Dark Sun game, rig up some some sort of telepresense rig so I can join in.
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