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<blockquote data-quote="Jackal_" data-source="post: 6376627" data-attributes="member: 6778700"><p>Planescape is probably our groups favorite setting, and we will be returning to it for our first 5th edition game. The factions are very important in all our PS campaigns, they are where we have always gotten alot of lower level adventures from because in previous editions you couldn't just go out into the planes before a certain level and expect to live very long. So we would spend most of our time in Sigil doing faction jobs. They also help the characters feel unique as we would always have characters from very different factions, making for nice interparty philosophical conflicts, and different objectives for what they wanted out of each adventure. </p><p></p><p>In our 3rd edition campaign that went to level 20 I played a Fated Rogue/Fighter/Gatecrasher was interested in having influence within the Fated, but he didn't want to have to stay in Sigil all the time to get it. So I backed an NPC monk ally of mine and got him to rise up the ranks based on our groups accomplishments. Everyone in the faction knew he was a my puppet, but as long as I gave him the credit for the massive profits i brought in for the faction no one could say anything. Our DM did a great job of running PS as well, one way was having interesting things happen while we were out on the Planes. I once came back to find out my ally had died on a faction job involving some crazy powerful wizard. had to pay for his resurrection, which I was not happy about. Also some of the job/adventure outcomes I wanted would conflict with the Guvner wizard in the party, which always led to hilarious compromises. </p><p></p><p>We also always run our PS campaigns very grey, when we want to do traditional hero's we usually run another setting. Which makes the campaign very goal driven, each character had specific things they wanted to accomplish and we rarely quibbled on how to get things done.</p></blockquote><p></p>
[QUOTE="Jackal_, post: 6376627, member: 6778700"] Planescape is probably our groups favorite setting, and we will be returning to it for our first 5th edition game. The factions are very important in all our PS campaigns, they are where we have always gotten alot of lower level adventures from because in previous editions you couldn't just go out into the planes before a certain level and expect to live very long. So we would spend most of our time in Sigil doing faction jobs. They also help the characters feel unique as we would always have characters from very different factions, making for nice interparty philosophical conflicts, and different objectives for what they wanted out of each adventure. In our 3rd edition campaign that went to level 20 I played a Fated Rogue/Fighter/Gatecrasher was interested in having influence within the Fated, but he didn't want to have to stay in Sigil all the time to get it. So I backed an NPC monk ally of mine and got him to rise up the ranks based on our groups accomplishments. Everyone in the faction knew he was a my puppet, but as long as I gave him the credit for the massive profits i brought in for the faction no one could say anything. Our DM did a great job of running PS as well, one way was having interesting things happen while we were out on the Planes. I once came back to find out my ally had died on a faction job involving some crazy powerful wizard. had to pay for his resurrection, which I was not happy about. Also some of the job/adventure outcomes I wanted would conflict with the Guvner wizard in the party, which always led to hilarious compromises. We also always run our PS campaigns very grey, when we want to do traditional hero's we usually run another setting. Which makes the campaign very goal driven, each character had specific things they wanted to accomplish and we rarely quibbled on how to get things done. [/QUOTE]
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