A list of puns related to "Planescape"
Been getting really into old style RPGβs lately and decided to give Planescape: Torment a playthrough as it seems to be universally recommended.
Was a little sceptical as I recently tried Baldurβs Gate 1 and really didnβt get on with it so was expecting a similar feeling for this but having completed it, I must say I thoroughly enjoyed it.
Just FYI there are some minor spoilers below.
Gameplaywise itβs really nothing special β the combat isnβt that great and playing a mage I found it pretty annoying that you canβt seem to rest anywhere at all outside of the city. The respawning hostile thugs at the start got really old really quickly as well. There are however some really cool spells once you start unlocking the higher-level ones (although I wasted a lot of scrolls by learning the spell and then completing the game before I got high enough to use them).
The world building is amazing β at least in terms of how it reads. Visually itβs pretty terrible but I still really wanted to explore more of it β I remember in the early game I was hoping so much that Iβd get the chance to visit Baator and Carceri and while it was a bit anti-climactic when I got there it was still cool.
Morte is absolutely perfect as far as Iβm concerned β Iβve never had a companion fit a game so well. Dakβkonβs backstory is interesting and I love how you can switch between mage and warrior (was really useful for opening locked containers). Fall-from-Grace was interesting as well.
The low point for me is definitely the Modron dungeon β a very interesting idea however I felt it was implemented poorly. I got bored of it very quickly and basically ran through it avoiding the constructs.
I unfortunately missed out a lot of Curst as well as I didnβt realise once you went into the dump you couldnβt go back (especially annoying as the quest tells you to go there), but I love the part where you return and have to try and alter its trajectory onto its previous plane.
The fact that I had read about Vhailor and was tailoring my party around him joining only to find out he was completely insane and then have to kill him sums up my experience perfectly lol. Definitely recommended if youβre willing to play older games.
This year I've been on a kick to play through crpgs, a genre I avoided before, but games like Divinity Original Sin 2 and Dragon Age made me realize what I've been missing out on. Planescape is the most recent one I've completed and it felt more like a really great book than a really great video game. Yes it's interactive, it has combat but all of that doesn't stand up to the story and characters it has.
So let's get the bad things out of the way, combat was boring, bad even. You just clicked, I don't know if playing as a mage would make it more interesting but I just selected all my party, clicked on who I wanted to kill and it was a breeze, until a difficulty spike after which I decided to lower the difficulty to the minimum. There's almost no skill checks, except for some verbal ones, skills, leveling up felt like a chore that stood in the way of the story.
Now what a story, I knew it would be good going in but now I see what all the fuss is about. You can play your main character however you like but his story is a tragic one either way, all your companions stories, all NPCs really make the world of this game feel Alive, and it released the last century which is fascinating. Every NPC with a name was worth talking to, had a story to tell or you could ask him questions. It becomes a trope even the game itself makes fun of, us as the player always asking questions to learn more about this amazing world.
The game has some answers for questions I never even though to ask. In a way you're projecting your beliefs onto the Nameless One and the game judges you for it. I loved the philosophy in this game, mortality, the nature of a man. I though the story was a brilliant mix of a personal story and one about people in general.
In the end this game is as good as I though it would be, but as a video game it had faults, more than pros. If I would judge it solely on its story it'd be pretty close to perfection, but as a video game it's a 9/10
To say that I love Disco Elysium would be an understatement. Never have I been so impacted by a videogame. I love Martinaise, its atmosphere, its history, its politics, its people. And I of course love our boy, Harry. The game quickly became my favorite RPG. But it left me craving for more, so I decided to play Planescape: Torment due to all the recommendations.
Iβm not too far into it (Currently in the middle of Pharodβs fetch quest), but so far itβs been really disappointing. The game starts out well enough. You awake in a mortuary, next to a wisecracking floating skull, with no recollection of who you are or how you got there. And the only clue is a set of instructions carved on your back. Great stuff. But right off the bat thereβs a very inorganic exposition dump with one of the first NPCs (Dahl). Turns out that much of the NPC conversations are inorganic exposition dumps. Itβs all very βgamey.β
Which brings me to my second point: the gameplay. Itβs awful. Yes, I know, thatβs not the point of the game. But the fact is that you *do* have to engage with it. Iβve read that you can bypass 99% of the battles, but this hasnβt been my experience so far. The Hive Thugs have been notoriously aggro, and the sheer amount of enemies in the Mausoleum literally block your path.
My second biggest gripe with the game is entirely subjective. I find the setting extremely dull. The D&D aesthetic is slightly off-putting (and comes across as juvenile), and the art style leaves me cold. Contrast this with Disco Elysium, which has a fantastic melancholic, noir setting done in an Impressionist style. Visually, this game is just not for me. I will say that the music is fantastic, however.
The only reason Iβm still playing is to find out more about The Nameless One (along with Morte and Pharod), but I find everything else an absolute chore.
What has your experience been? It seems like the negatives far outweigh the positives for me and I should just move on, but Iβm interested in hearing what other DE lovers have to say. Maybe I just have to power through a bit longer.
To preface: I'm not all that well versed in Planescape lore. I have only read the Planescape Campaign Setting and A Guide to the Ethereal Plane. It might be that this has been addressed somewhere already.
D&D has a lot of sci-fi in its fantasy.
Just think of the many crashed starships (Expedition to the Barrier Peaks / City of the Gods / Tale of the Comet), the time-traveling Oard cyborgs (Where Chaos Reigns), the killer Sheen collective (Mage versus Machine), or the Blackmoorian Great Rain of Fire (Known World Gazetteers / Hollow World Gazetteers).
Planescape - as far as I am aware - is entirely fantasy.
If Sigil is the centre of everything: Where are the cyborgs, the ray guns, and the power armour? Why is it that these elements - while present in the Prime Material - haven't bled into the other planes?
Planescaping is an easier method to enter worlds that fit inside the d&d great wheel cosmology through portals in places like the City of Sigil and offer their own flavor of adventure while Spelljammer can be utilized to enter worlds that, while part of a greater d&d multiverse, simply don't obey the same cosmic rules. For example you can go from Toril to Greyhawk through Sigil but it's impossible to go from Toril to the Elder Scrolls or the Witcher's universe unless you can force your way in through a spelljammer.
Spelljammer assumes settings are their own bubbles that may not (but can) obey the same cosmic rules due to different deities being on the inside and controlling how reality works. Planescape assumes various settings (but not all) utilize similar cosmologies that can be used to cheat your way to these new worlds, bypassing the great distances instantly. They can easily co-exist and which is better depends on the end point a given creature desires to go to.
There's no need to fight over this, more content is, after all, more content for everyone. We can all play our d&d and have a shared experience.
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This is a long post, mostly for my own documentation and reflection. Please ignore if you are not interested in hearing of someone's first time playthrough and thoughts on a 22 year old game.
I finally did it after all these years and completed it. The game is excellent, the writing is excellent and in a sense there hasn't been a game close to this one before Disco Elysium came around a few years ago.
A bit about myself: First of all, I actually started playing 3 years ago but stopped near what I thought was the ending >!(just before you enter Ravel's maze)!<, clocking in around 20 hours at that point. I started a new playthrough a couple of weeks ago to finally finish it. Full playthrough from beginning to end was 37 hours but I admit that I still remembered a lot of my previous playthrough.
My favourite game of all time is Baldur's Gate 2: Shadows of Amn which I have played at least twice, both back in the day 20 years ago when it was released. In my mind no game will ever beat it. I finished IWD 1 and 2 as well, NWN 1 and most of 2, Dragon Age 1 and 2. I love the forgotten realms setting and am happy to be here for one of them.
The bad points first:
-The system is old. That's what you sign up for game and engine from 22 years ago. I was playing the enhanced edition but even that does not contain some of the tweaks and QOL improvements from the later D&D rules featured in BG2, Throne of Bhaal and the masterpiece: Icewind Dale 2, the swan song game of the Infinity Engine.
-The presentation is old: Very little of the dialogue is voiced. You need to love reading, preferably love reading fantasy novels to get the most out of this game. Indeed, it would be a shame if you didn't as the writing by Black Isle is unparalleled. But this game shows its age for sure.
-I wish that there had been >!an epilogue screen describing what happened to your companions after they left the NO. Black Isle obviously learned from this and handled it properly in Throne of Bhaal, before Bioware then in turn messed it up again for Mass Effect.!< It would have added that additional bit of closure to someone who invests 30 to 50 hours in their game.
-Difficulty: I found the game too easy. I was shocked how easy the final boss was and overprepared for it (I am guessing playing previous games of Bioware's Infinity Engine have scarred me, >!particularly several battles with Jon Irenicus)!<.
-No great Romances: Sorry but in my opinion they droppe
... keep reading on reddit β‘So I'm finally getting around to playing this for the first time ever, I grew up with Icewind dale, fallout 2, arcanum and I don't know why I've never played this.
I actually had never heard of baldurs gate either until like the very first trailer of baldurs gate 3 then thought about looking up what one and 2 we're about, I recently beat it then and I loved it
I mainly love the story and gameplay of these type of games, I'm starting this on my PS5 which I'm glad because it removes the temptation of cheating and sometimes mods make me feel too overpowered and I like the strategy instead of blowing through it
I'm stoked to finally start this one as I've heard a few bits of involving multiple alignment realms which sounds super interesting, I've read a few tips already nothing spoilery like making sure not to sell quest items and not everything is solved by combat
Let me know if you guys have any other tips in making a character right now I'm on the character creation screen and even the music is getting me pumped.
Thanks, wish me lucky rolls!
Hello fellow dungeon crawlers! A few months ago I posted over a dozen DCC monsters adapted from the devils of the planescape universe. Now I have the long-promised follow up, 17 monster statblocks for all of the demons that appeared in the original planescape monstrous appendix. Cleaned up and adapted to DCC.
Planar Crawl Classics: Damnable Demons
I hope you all enjoy these! If you want some DCC stats for the demon's hellish rivals then then check out my Dastardly Devils article. With these two done I only have to make stats for the Yugoloths and we'll have a (basically) complete fiendish bestiary for planescape style adventuring. I also have an article on randomly generating a Sigil neighborhood in the pipeline, which will include a complete neighborhood sandbox to adventure in.
I have recently started playing planescape torment as I love story based games and everyone says this is one of the greatest of all time. When I heard about this game, I loved the sound of the story and setting so decided to pick it up (even though RPGs and high fantasy aren't my usual kind of thing, this one sounded really unique intriguing).
I am about 9 hours through atm - currently searching for TNOs body around the alley of lingering sighs. I have to admit while I do like the setting and characters, I'm not totally hooked yet. Normally I would have cut my losses and dropped the game at this point, but I am willing to stick with it for a bit longer for the amazing story people have promised. But I want to ask before making a decision, does the game (story) get significantly better? If this is as good as it gets then I will probably give up - the story is cool but not enough to make up for the crappy combat and clunky UI.
I have also decided to start using a walkthrough because I am sick of wandering around aimlessly and talking to NPCs who contribute next to nothing to the overall story (there have been a couple interesting convos but 9/10 don't really add much for me). I know some people will regard this as heretical and will say the NPCs help build the setting etc. but I don't really fancy spending hours upon hours combing through every last region in the game to get each tiny breadcrumb of dialogue and lore. Is this an acceptable way to play the game? Will I still get enough out of the main story with the use of a walkthrough, or do I need to fully commit to playing the game organically in order to enjoy it (in which case, I don't think it is worth it for me)?
Iβm working on converting the Faction benefits from Planescape, and Iβve hit a bit of a snag. Most of them are easy, saving throw bonuses, initiative bonuses and the like, but there are three Factions that have super weird benefits that Iβm extremely unsure how to even begin converting: The Fated, The Sign of One and The Fraternity of Order (the Guvners).
The Fated were fairly straight forward in 2e, they had the ability to take any nonweapon proficiency regardless of class, and started with twice as many nonweapon proficiency slots. Nonweapon proficiencies in 2e were halfway between skills and feats. I really donβt know how that could translate to 5e.
Then theres the Sign of One and the Guvners. The Signers had the ability Imagining, which let them duplicate the effects of any spell up to 4th level by making a very weird check, rolling vs the average of Wisdom and Intelligence -5. If they failed, they couldnβt do it again for a week. If they rolled a natural 1, they were reduced to 20% HP, did 20% combat damage and couldnβt use spells, race or class abilities until they made another successful imagining check.
The Guvners were equally bonkers. They could get Loophole Abilities, which essentially let them duplicate the effects of a spell up to a level which a spellcaster of their level could cast, for the price in gold and time it would take a spellcaster to research that spell. Every time they use this ability, there is a cumulative 10% chance that it wonβt work again ever.
Where to even begin? The Fated is probably the easiest, I just have no idea what it should look like. The two others could just be ported as is, but they feel completely crazy and would unbalance absolutely everything. Do I care about balance in Planescape? Not terribly, but I still feel like they should be at least streamlined.
Thoughts?
I recently got interested in the Planescape setting but i couldn't find a good way to learn about it, what are good sources for it?
Edit: I am looking for the lore only, i have no interest in mechanics.
The Factions of Planescape are iconic, and an integral part of any Planescape campaign. I had the idea of doing them through the Renown system in the DMG, letting Renown ranks unlock the mechanical faction benefits (such as the Mercykillers ability to detect lies, and the Fraternity of Orderβs ability to comprehend languages) for members of that faction.
Would this work, or is there another, better way of giving access to mechanical benefits for being a faction member?
Hey guys, I'm a long time DM (over a decade) but am relatively new to D&D as a system (few years), and completely new to Planescape as a setting.
I'm wanting to do something for my players that's different from our typical Fantasyland setting and Planescape has caught my attention. Something I'm really struggling with though is the sheer scale of it all. One of the repeated strengths I keep hearing about is the ability to "do anything" and "go anywhere" but that's far too overwhelming. I've run sprawling campaigns in the past and they end up like that old Skyrim quote: "Wide as an ocean, deep as a puddle"
Someone has directed me to the campaign books which I plan to read soon, at the minute the whole thing feels so ethereal that I'm struggling to even imagine daily life somewhere like Sigil. But I'm guessing the campaign guide will clear that up.
I'm wondering what kind of campaigns people have actually run in this setting, who was your villain, what were their goals, where did the adventure take you? Did you stay mainly in Sigil or were you plane jumping every session?
I feel like I need some kind of measuring stick to give me some perspective here.
So, Iβm working on a conversion of Planescape in preparation for an upcoming campaign. Iβm doing mechanical conversions, and that part of it is going great. What Iβm struggling with a bit is an optional element from a Planescape source book (The Planewalkers Handbook) that Iβd love to include: Belief Points.
In Planescape, belief is powerful. It literally shapes the multiverse, and Belief Points were a way of representing this mechanically. Youβd write beliefs for your character, statements about their relationship with their alignment and the world, and roleplaying those beliefs would grant these points you could spend to a) give yourself an automatic success on a die roll, or b) to ask questions of the DM about the location they were at, specifics about the situation and so on.
I could just use the rules for Plot Points for this, but none of the options in the book were really giving me the right vibe. As it stands, a direct conversion of this system would step on the toes of inspiration, and Iβm not sure I want that either.
What I want is a spendable resource that the players can earn by following their Ideals, that evokes that particular feeling of belief shaping the world around the character. The original 2nd ed. version of this system isnβt it, and the proposed currencies in 5e arenβt quite there either.
Any ideas for how I can achieve what Iβm after?
EDIT: Hereβs what I came up with:
The Power of Belief
Beliefs are important. A bodyβs beliefs shape the multiverse, and when you get enough believers together in one place, that place can change physically, even slide completely into another plane! Bloods who know this dark are careful with what they believe in, and know how to leverage their belief to affect real change.
Beliefs
When creating a character for a Planescape campaign, you should formulate three Beliefs in place of Ideals. One of these Beliefs should revolve around your characters alignment, and another about their Faction. The third should be centered around the campaign you are playing. Work with your DM about this campaign Belief.
Each Belief should consist of a core principle that is important to your character, something they strive towards or believe in fervently, ideally no longer than a sentence or two.
Earning Belief Points
When you follow your Belief in a critical moment in the story, your DM will award you with Belief Points. Belief Points replace Inspiration in a Planescape campaign.
If following a Belief
If interested make an offer!
Iron Harvest
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140
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Sonic Generations Collection
Sonic Mania
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Amnesia Rebirth
Guts And Glory
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Roki
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The Surge 2
Paradise Killer
Syberia 3
The Textorcist The Story Of Ray Bibbia
Grip Combat Racing
Keep Talking And Nobody Explodes
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Oddworld New N Tasty
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Moon Hunters
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Enclave
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Planescape Torment Enhanced Edition
Blacksad Under The Skin
The Coma Recut
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Yooka Laylee
The Walking Dead Final Season
Call Of Juarez Bound In Blood
Peaky Blinders Mastermind
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Replica
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Mel
... keep reading on reddit β‘Will be putting these up on eBay soon PM me if youβre interested. Iβm located in the UK and will need to look into shipping overseas, but due to brexit Iβm expecting it to be slow and expensive to ship them outside the UK.
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CAN YOU WITHSTAND LOLTH'S WRATH?
>In the small kingdom of Adalheim*, a storm gathers as dark elves prowl the surface, raiding towns and villages, and sacrificing smallfolk to their terrible spider queen. People are terrified of the deep night. Trade has ground to a halt and only the brave or the mad venture on the roads. The* Kingβs Blades have been called upon to handle this menace. Powerful individuals from across the kingdom, rallied together by Sovereign Decree*: βHunt down the source of these attacks, and bring it to an end.β*
>
>===========
>
>Into the Demonweb Pits will take you on a multi-planar campaign against one of D&Dβs most iconic villains: Lolth. Enjoy a high level start (8) and expanding theater of war, as your group travels from its home world in the material plane to Sigil, City of Doors. Make alliances with demon lords, battle seemingly endless hordes of fiends, and obtain powerful homebrewed magical items to put a stop to a war that threatens to destroy your home world.
>
>Do you have what it takes to hold steady against the horrors of the Abyss?
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... keep reading on reddit β‘Every time there is a discussion about a favorite setting, it almost always comes down to the usual suspects. But I'm curious to know, which worlds do people in this sub think would be fun to play in. Even if there are no rules for things that appear in the setting, or even it would be difficult to implement an important aspect of the world, but the ideas in it look fun.
I want to hear your Avatars, your The Witchers, your Warcraft's Azeroth.
Currently watching the College Visit episode and noticing all the planescape references.
Bariuar, modrons. The Professor being a dabus. A mention of "The Spire" "sigil" and "the outlands"
I'm hoping the seven has more references, or that if we get antoher season they end up "banging around the cage"
Anyone spent any effort converting the Planescape races and especially Factions into WWN foci?
1 Arms: elbow spurs
2 Arms: oversized limbs
3 Arms: stony forearms
4 Arms: tentacle-like
5 Arms: undersized limbs
6 Build: bloated and swollen
7 Build: emaciated
8 Build: hunchback
9 Build: unnaturally heavy
10 Build: unnaturally light
11 Digits: abnormally long
12 Digits: additional joint
13 Digits: six fingers and six toes
14 Digits: no nails
15 Digits: two fingers and two toes
16 Ears: bat-like ears
17 Ears: fanlike ears
18 Ears: missing ears
19 Ears: pointed ears
20 Ears: trumpet-like ears
21 Eyes: bulging and frog-like
22 Eyes: compound eyes
23 Eyes: glowing red eyes (no whites)
24 Eyes: extremely deep-set, black eyes that look like sockets
25 Eyes: feline eyes
26 Eyes: goat-like eyes
27 Eyes: no eyelids like a snake
28 Eyes: sideways eyelids
20 Eyes: single eye
30 Eyes: third eye
31 Face: beaked with no teeth
32 Face: beaked with teeth
33 Face: bovine muzzle
34 Face: canine muzzle
35 Face: chin tendrils
36 Face: insect mandibles in addition to normal mouth
37 Face: long, forked tongue
38 Face: no lips and teeth are on the outside like a skull
39 Face: pronounced brow ridge and a prognathous face
40 Face: wide, frog-like mouth
41 Feet: birdlike
42 Feet: hands for feet
43 Feet: hooves
44 Feet: lizard-like
45 Feet: webbed
46 Hands: extra thumb per hand
47 Hands: like a clawless Killer Folk
48 Hands: left hand on right and right hand on left
49 Hands: suckered
50 Hands: thumb is a finger instead
51 Head: bald on head
52 Head: cone-headed
53 Head: short, sloping forehead
54 Head: spike-mohawk
55 Head: very large, bulbous forehead
56 Horns: draconic
57 Horns: ram-like
58 Horns: small horns on forehead
59 Horns: small horns on temples
60 Horns: single horn on forehead
61 Legs: backward-bending
62 Legs: birdlike
63 Legs: digitigrade
64 Legs: insectile legs
65 Legs: stony shanks
66 Nose: ape-like
67 Nose: bat-like
68 Nose: blowhole at the top of the head
69 Nose: canine-like
70 Nose: extremely long
71 Nose: no nose
72 Nose: pig-like
73 Nose: skull-like
74 Nose: tapir-like
75 Nose: very small and delicate
76 Skin: appears to be absent with muscles visible (ignore the "Skin Colour" section)
77 Skin: body covered in short fur or long hair
78 Skin: body covered in stripes
79 Skin: body covered in warts
80 Skin: completely hairless
81 Skin: hedgehog quills rather than hair
82 Skin: lea
So I've been doing some research about Planescape, mostly YouTube videos about the factions, though I do have some PDFs on standby.
One thing I'm struggling to wrap my head around are villains. I want to have my campaign mainly set in Sigil to keep the scale and planning manageable, that means my villain would need to be either based in or a frequent visitor of Sigil.
Here's the thing though. With the lady of pain being in complete control of who comes and goes and the various law enforcement factions being so extreme in their punishments, what villains could realistically exist in Sigil?
Do I need to think of it more like a neutral ground where if a villain is doing awful things in the planes, it doesn't matter as long as they're on their best behaviour in the city of doors?
Are the factions too busy and the lady of pain too preoccupied with things we mortals can't understand?
Or am I just over thinking this?
I keep hearing that planescape campaigns tend to be more about ethics and the philosophical aspects, which I love as a motivation for the bad guy, but I'd still like at least one obviously BBEG for the players to unite against and feel good about beating, I just can't quite get over this mental hurdle.
If any of you have examples of great villains from your own campaigns I'd love to hear them.
Iβve converted the 2e Planescape Faction benefits to 5e, and Iβd love some feedback on it. This has taken me several weeks, and Iβm finally happy with where Iβm at with this.
I have to specify that Iβm not super worried about balance here. My primary concern is to be true to Planescape lore and to make something fun, weird and interesting.
If there are some horrible balance concerns, though, Iβd love to hear that as well.
All the aspirations to be THE Hub for different planes, all the portals, all the multidimensional travelers, demons, humans, slumms and filth, everchanging structure of the city, secrets, shadowy lady ruler, etc. I loved this city because of it, it gave me huge Sigil vibes. Yup, many people don't appreciate act 4 and hate the city, but I do love it, and sure, it's not as well written as PS:T's Sigil, but it has that special atmosphere imho. It's one of these things that puts WotR an Kingmaker at the top of my favourite, most beloved cRPGs of the modern era along both Pillars of Eternity, Tyranny, New Torment, Disco Elysium, both new Wastelands and such, sure it's hard for these games to break through nostalgia wall in many ways, Pathfinder games do that with their ambitions, huge worlds and (imho) best to date mechanics and system in cRPGs of old and new, but things like act 4 city, mythic paths and evolutions of characters with plot events help that too. In Torment Tides of Numenera I had great dialogues, great choices, alien world, that special atmosphere, and all that, similarly with Disco Elysium, its writing was splendind and sometimes deeper and even more fun than OG Torment, Kingmaker was like a wonder child of BG and Neverwinter Nights series with lots of ambition, better systems and best combat and character progression of all, but only Act 4 city in WotR captured "the vibe" of Sigil, even if it didn't catch writing and other stuff. I love all these games for different things, Disco Elysium was the closest to be that fabled gameplay spiritual successor to Torment, but it was Alushinyrra and her Lady that reminded me of Sigil itself, I'd love to see more of multiplanar adventures in the future.
I just got the enhanced edition and only want to play it for the writing, setting and choices with no interest in combat.
Whatβs the best character build/tips for enabling dialogue choices, avoiding combat and unlocking alternative ways of completing quests?
Iβm working on the Planescape Factions using Renown. Iβm converting the Faction benefits from the Factolβs Manifesto, writing them up as Renown-ranks inspired by the gods of Theros and Guilds of Ravnica.
In addition to ranks within a specific Faction, Iβve also decided to grant more generic benefits of being of a certain rank, common to all the Factions. The idea is to help shape a story of Faction politics, to inspire my players and get them interested in their Faction!
These are the generic Faction membership benefits, broken down by Renown rank:
Faction Membership
3 - Namer: You are a member of your Faction. You may access your faction HQ in Sigil (if they have one), and can expect lodgings, food and basic accommodations free of charge.
Write one or more new Ideals, Bonds or Flaws relating to your Faction and its philosophy.
10 - Factotum: Your have advanced beyond basic membership. You may access your Factions goods and services at a discount (about 25%), and may learn any unique or proprietary spells. At this rank you gain your first rival within the Faction, also of Factotum rank. Your rival wants to see you fail, but will not attempt to harm you physically. Yet.
25 - Factor: You have advanced to Factol. At this rank you can expect aid from lower ranking members in non-combat tasks, as well as support from your peers in pertinent fields of expertise (Guvners may expedite applications, Signers may put motions to vote in the Council, Indeps may set up meetings with influential merchants at the Bazaar etc.), for a little garnish (typically around 250 GP). Your rival advances in rank shortly after you do, and will step up their efforts to discreetly harm you, perhaps even physically. They will recruit two henchmen, a namer and a factotum, to aid them in their vendetta as extra rivals.
50 - Factol: You are not the Factol, but you are a candidate for the position and enjoy the respect of your entire faction. You may command namers and factotums to perform difficult or time consuming non-combat tasks for you, and your peers will gladly aid you free of charge. Your rivals, jealous of your rise to power, will try as hard as they can to remove you in any way possible, and will recruit more rivals to oppose you, from all lower ranks and possibly other Factions.
Does this look interesting?
Been getting really into old style RPGβs lately and decided to give Planescape: Torment a playthrough as it seems to be universally recommended.
Was a little sceptical as I recently tried Baldurβs Gate 1 and really didnβt get on with it so was expecting a similar feeling for this but having completed it, I must say I thoroughly enjoyed it.
Just FYI there are some minor spoilers below.
Gameplaywise itβs really nothing special β the combat isnβt that great and playing a mage I found it pretty annoying that you canβt seem to rest anywhere at all outside of the city. The respawning hostile thugs at the start got really old really quickly as well. There are however some really cool spells once you start unlocking the higher-level ones (although I wasted a lot of scrolls by learning the spell and then completing the game before I got high enough to use them).
The world building is amazing β at least in terms of how it reads. Visually itβs pretty terrible but I still really wanted to explore more of it β I remember in the early game I was hoping so much that Iβd get the chance to visit Baator and Carceri and while it was a bit anti-climactic when I got there it was still cool.
Morte is absolutely perfect as far as Iβm concerned β Iβve never had a companion fit a game so well. Dakβkonβs backstory is interesting and I love how you can switch between mage and warrior (was really useful for opening locked containers). Fall-from-Grace was interesting as well.
The low point for me is definitely the Modron dungeon β a very interesting idea however I felt it was implemented poorly. I got bored of it very quickly and basically ran through it avoiding the constructs.
I unfortunately missed out a lot of Curst as well as I didnβt realise once you went into the dump you couldnβt go back (especially annoying as the quest tells you to go there), but I love the part where you return and have to try and alter its trajectory onto its previous plane.
The fact that I had read about Vhailor and was tailoring my party around him joining only to find out he was completely insane and then have to kill him sums up my experience perfectly lol. Definitely recommended if youβre willing to play older games.
Skip the LFG and join a community. Welcome to Polyhedra.
MONDAYS @ 8 p.m. EST | 1 Seat Left
CAN YOU WITHSTAND LOLTH'S WRATH?
>In the small kingdom of Adalheim*, a storm gathers as dark elves prowl the surface, raiding towns and villages, and sacrificing smallfolk to their terrible spider queen. People are terrified of the deep night. Trade has ground to a halt and only the brave or the mad venture on the roads. The* Kingβs Blades have been called upon to handle this menace. Powerful individuals from across the kingdom, rallied together by Sovereign Decree*: βHunt down the source of these attacks, and bring it to an end.β*
>
>===========
>
>Into the Demonweb Pits will take you on a multi-planar campaign against one of D&Dβs most iconic villains: Lolth. Enjoy a high level start (8) and expanding theater of war, as your group travels from its home world in the material plane to Sigil, City of Doors. Make alliances with demon lords, battle seemingly endless hordes of fiends, and obtain powerful homebrewed magical items to put a stop to a war that threatens to destroy your home world.
>
>Do you have what it takes to hold steady against the horrors of the Abyss?
__________________________________
WHAT WE OFFER
__________________________________
We are a team of ten gamemasters who run 25+ paid campaigns for our 180+ community members. Over the past year, we built an inclusive community of respectful players and talented gamemasters to provide a reliable game experience for everyone.
Why Paid Campaigns?
We love free games! Nothing, including our games, is better than sitting around a table with your friends playing a TTRPG. That said, for those of us who face life stressors, lack friends interested in the hobby, have odd work schedules, etc. Polyhedra is the perfect answer.
What do virtual tabletop games look like?
Feel free to check out DM David's ( /u/nadriancox ) streaming games on YouTube and Twitch.
__________________________________
[CONTACT](mailto:dav
... keep reading on reddit β‘Skip the LFG and join a community. Welcome to Polyhedra.
MONDAYS @ 8 p.m. EST | Last Seat Left
CAN YOU WITHSTAND LOLTH'S WRATH?
>In the small kingdom of Adalheim, a storm gathers as dark elves prowl the surface, raiding towns and villages, and sacrificing smallfolk to their terrible spider queen. People are terrified of the deep night. Trade has ground to a halt and only the brave or the mad venture on the roads. The Kingβs Blades have been called upon to handle this menace. Powerful individuals from across the kingdom, rallied together by Sovereign Decree: βHunt down the source of these attacks, and bring it to an end.β
>
>===========
>
>Into the Demonweb Pits will take you on a multi-planar campaign against one of D&Dβs most iconic villains: Lolth. Enjoy a high level start (8) and expanding theater of war, as your group travels from its home world in the material plane to Sigil, City of Doors. Make alliances with demon lords, battle seemingly endless hordes of fiends, and obtain powerful homebrewed magical items to put a stop to a war that threatens to destroy your home world.
Do you have what it takes to hold steady against the horrors of the Abyss?
__________________________________
WHAT WE OFFER
__________________________________
We are a team of ten gamemasters who run 25+ paid campaigns for our 180+ community members. Over the past year, we built an inclusive community of respectful players and talented gamemasters to provide a reliable game experience for everyone.
Why Paid Campaigns?
We love free games! Nothing, including our games, is better than sitting around a table with your friends playing a TTRPG. That said, for those of us who face life stressors, lack friends interested in the hobby, have odd work schedules, etc. Polyhedra is the perfect answer.
What do virtual tabletop games look like?
Feel free to check out DM David's ( /u/nadriancox ) streaming games on YouTube and Twitch.
__________________________________
[CONTACT](mailto:david@polyhedra
... keep reading on reddit β‘Hello fellow dungeon crawlers! A few months ago I posted over a dozen DCC monsters adapted from the devils of the planescape universe. Now I have the long-promised follow up, 17 monster statblocks for all of the demons that appeared in the original planescape monstrous appendix. Cleaned up and adapted to DCC.
Planar Crawl Classics: Damnable Demons
I hope you all enjoy these! If you want some DCC stats for the demon's hellish rivals then then check out my Dastardly Devils article. With these two done I only have to make stats for the Yugoloths and we'll have a (basically) complete fiendish bestiary for planescape style adventuring. I also have an article on randomly generating a Sigil neighborhood in the pipeline, which will include a complete neighborhood sandbox to adventure in.
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