Yora
Should be playing D&D instead
I always liked Planescape all the way since I first got in contact with D&D at the end of the 90s. So far, I have never run a Planescape campaign, or even played in one. But always wanted to.
Now I feel the time has come to actually do it.
But I feel the main reason I've never run it, or heard of anyone else running it, is that it doesn't really do much of a job of explaining what you're supposed to do with it. The first box set is so helpful to tell you that a Planescape campaign shouldn't be about killing monsters and looting dungeons, and of course most parties won't have any chance to fight an army of Baatezu or a demon lord and his horde of Tanar'ri. Instead should be about "themes". Then rambling on a bit about themes in lofty terms, without really saying anything about how you play with themes.
"You're on your own from here. You of course know what to do. Good luck. Bye."
Unlike the many times before that I toyed with the idea to run a Planescape campaign, this time I actually have a rough idea for a central thing a campaign could revolve around. That's a start, I guess. But Planescape promises to be much more than ordinary AD&D adventures, except set in the planes. How do you actually use Planescape material to have a campaign that is really Planescape? What specifically would PCs be dealing with and motivated to do? They won't be freeing the world from evil, they are not supposed to get rich. What then?
Now I feel the time has come to actually do it.
But I feel the main reason I've never run it, or heard of anyone else running it, is that it doesn't really do much of a job of explaining what you're supposed to do with it. The first box set is so helpful to tell you that a Planescape campaign shouldn't be about killing monsters and looting dungeons, and of course most parties won't have any chance to fight an army of Baatezu or a demon lord and his horde of Tanar'ri. Instead should be about "themes". Then rambling on a bit about themes in lofty terms, without really saying anything about how you play with themes.
"You're on your own from here. You of course know what to do. Good luck. Bye."
Unlike the many times before that I toyed with the idea to run a Planescape campaign, this time I actually have a rough idea for a central thing a campaign could revolve around. That's a start, I guess. But Planescape promises to be much more than ordinary AD&D adventures, except set in the planes. How do you actually use Planescape material to have a campaign that is really Planescape? What specifically would PCs be dealing with and motivated to do? They won't be freeing the world from evil, they are not supposed to get rich. What then?