Yora
Should be playing D&D instead
That certainly is true. Planescape does require a very evocative presentation to get the information across in a way that communicates the feel.
I get what they were trying to do, but I think they did a really poor job at it.
Information about individual things is scattered around various different books, and the organization is pretty terrible to let you find information on any topic you are interested in. And because not everyone has all releases, there is a great deal of redundancy.
And then you also get passages on the various subject that are very rambling while in the end not really telling the GM anything that can be used in an actual game.
I am currently trying to figure out the Dustmen. They have one page in the Player's Guide, half a page about the Mortuary in the Sigil and Beyond Guide, nine pages in the Factol's Manifesto, and half a page in the Planewalker's Handbook. And not a single word is spend to tell us about the activities of the Dustmen. Or any of their goals or plans. We do get a detailed description of both the private rooms and the office of the leader, and the magical guards that are in place, but not the slightest hint of why any players would ever go there.
Another example that springs to my mind immediately is the Mausoleum of Chronepsis, which is described in both the Sigil and Beyond Guide, and the Primer to the Outland. Which basically both say exactly the same thing: It's a ruined city that is completely empty, and the only thing in it is a dragon god that watches a collection of hourglasses. I had to look him up online, and apparently all he ever does is sit in silence and never engage in any form of communication with any other beings.
Why do I need this information? What can I do with this information? Yes, it's only one short paragraph (each), but this counts as a location in the Outlands worth telling me about when I am looking for material that I can use in adventures?
Most Planescape releases do a pretty good job at describing a world. But the utility for a GM who wants to run an actual game of D&D is very often negligible.
I get what they were trying to do, but I think they did a really poor job at it.
Information about individual things is scattered around various different books, and the organization is pretty terrible to let you find information on any topic you are interested in. And because not everyone has all releases, there is a great deal of redundancy.
And then you also get passages on the various subject that are very rambling while in the end not really telling the GM anything that can be used in an actual game.
I am currently trying to figure out the Dustmen. They have one page in the Player's Guide, half a page about the Mortuary in the Sigil and Beyond Guide, nine pages in the Factol's Manifesto, and half a page in the Planewalker's Handbook. And not a single word is spend to tell us about the activities of the Dustmen. Or any of their goals or plans. We do get a detailed description of both the private rooms and the office of the leader, and the magical guards that are in place, but not the slightest hint of why any players would ever go there.
Another example that springs to my mind immediately is the Mausoleum of Chronepsis, which is described in both the Sigil and Beyond Guide, and the Primer to the Outland. Which basically both say exactly the same thing: It's a ruined city that is completely empty, and the only thing in it is a dragon god that watches a collection of hourglasses. I had to look him up online, and apparently all he ever does is sit in silence and never engage in any form of communication with any other beings.
Why do I need this information? What can I do with this information? Yes, it's only one short paragraph (each), but this counts as a location in the Outlands worth telling me about when I am looking for material that I can use in adventures?
Most Planescape releases do a pretty good job at describing a world. But the utility for a GM who wants to run an actual game of D&D is very often negligible.