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Planescape Confessions
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<blockquote data-quote="kenmarable" data-source="post: 6376689" data-attributes="member: 40359"><p>I have unfortunately played very little Planescape but am hoping to change that very soon. I have used the Factions and plan to in the future (getting a PhD in philosophy, I'm not afraid to play that side up). My main advice to you, however, is play the campaign you and your group want to play and apologize for nothing. If you never want to use the Factions, don't. It's your campaign, do what ya like.</p><p></p><p>You can have a great Planescape campaign based entirely around exploration, the Planes are an incredible, over the top, beyond imagination kinds of places to explore. That's one way to still embrace a lot of Planescape's ideas without the Factions. Although the Factions and philosophical ideas are applicable everywhere, they are typically treated as strongest in Sigil, so a campaign that spends more time exploring other areas of the planes might naturally not use much of the Faction philosophical conflicts.</p><p></p><p>However, to defend them for a minute, the idea of "philosophers with clubs" and Factions and "importance of belief" can seem intimidating. It doesn't have to, though. The Factions can be seen in 2 much simpler ways. 1) They are organizations just like every other setting has (like FR's Harpers, Zhentarim, etc. except that each group has some good and some bad among them maybe more like Eberron's Dragonmarked houses). 2) The level of philosophical ideas doesn't have to be anything much more complex than alignment or 5e Ideals. </p><p></p><p>In fact, if you think of Factions as Ideals that have organizations around them, that's most of the way there anyway.</p><p></p><p>But overall, use what you like and ignore what you don't. Don't sweat whether it's "true Planescape" or not.</p></blockquote><p></p>
[QUOTE="kenmarable, post: 6376689, member: 40359"] I have unfortunately played very little Planescape but am hoping to change that very soon. I have used the Factions and plan to in the future (getting a PhD in philosophy, I'm not afraid to play that side up). My main advice to you, however, is play the campaign you and your group want to play and apologize for nothing. If you never want to use the Factions, don't. It's your campaign, do what ya like. You can have a great Planescape campaign based entirely around exploration, the Planes are an incredible, over the top, beyond imagination kinds of places to explore. That's one way to still embrace a lot of Planescape's ideas without the Factions. Although the Factions and philosophical ideas are applicable everywhere, they are typically treated as strongest in Sigil, so a campaign that spends more time exploring other areas of the planes might naturally not use much of the Faction philosophical conflicts. However, to defend them for a minute, the idea of "philosophers with clubs" and Factions and "importance of belief" can seem intimidating. It doesn't have to, though. The Factions can be seen in 2 much simpler ways. 1) They are organizations just like every other setting has (like FR's Harpers, Zhentarim, etc. except that each group has some good and some bad among them maybe more like Eberron's Dragonmarked houses). 2) The level of philosophical ideas doesn't have to be anything much more complex than alignment or 5e Ideals. In fact, if you think of Factions as Ideals that have organizations around them, that's most of the way there anyway. But overall, use what you like and ignore what you don't. Don't sweat whether it's "true Planescape" or not. [/QUOTE]
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