Planescape Campaign
The Planescape campaign setting dates back to the wondrous year of 1994. It--like the Spelljammer campaign setting before it--connected the many different D&D worlds together into a singular multiverse. Unlike many other D&D settings, Planescape focused heavily on social conflict and philosophical differences beyond the simple alignment system. It broke with a number of traditional D&D assumptions, such as humans being the most populous race or wizards being more the exception than the rule.
Campaign Information
Unlike most of my other campaign information write-ups, most of the general campaign information can be found inside the Planescape Handbook PDF. So go ahead, download and read that. This page will contain mostly a supplemental FAQ for extra information, and stuff specific to the particular campaign that I am running.
Campaign Files
The following files may not be final yet. I will send out an email when they are.
- Planescape Setting Handbook (Password: The name of my male cat)
- Tab-Neo Playtest Rulebook
- Planescape Conversion Document
- Planescape Tab-Neo Character Sheet
- Planescape Tab-Neo Reference Sheet
Supplemental Reading
Campaign Premise
Campaign Structure
The campaign will be a mostly event-based campaign centered out of the planar city of Sigil, but with significant portions taking place outside of the city. Before the game begins players should receive a playtest copy of the rules. The campaign will be divided into a five different chapters, corresponding more or less to plot arcs. After each chapter a re-balancing of the rules being used may take place. The changes should be provided to the players on an Rules Update sheet. When this occurs, players may also do a rebuild of their character mechanically to reflect any changes they wish to make and the rules re-balance. In the event of an extreme rules imbalance (of which I hope we won't see any) I may call for an "emergency re-balance" and the aforementioned process will take place at a point which isn't a chapter transition.
Campaign Options
F.A.Q.
The following are questions that should be addressed about the campaign.
How does day and night work in Sigil?
Since Sigil is a tire-shaped city floating horizontally above a giant spire, in a plane which is flat, night and day work differently. Simply put, every "day" there is roughly 12 hours which are lighter than the next 12 hours. The day doesn't get as light as ours does, but neither does the night get as dark. The source of the light is some indiscernible point.
How does money work on the planes?
Planescape is not a game about money exchange. If it looks like money, and its made our of silver or gold, etc., chances are the local shops will take the coin without too much trouble. In all honesty that's kind of glazed over; they even come out explicitly in the campaign setting book and say as much. Trying to exploit inter-planar exchange rates is asking for trouble.
What's this about Vecna or the Faction War?
In the information on Wikipedia or in the D&D 3.5e Planescape books online you may read references to the Great Modron March, the Faction War or the entrance of Vecna to Sigil. This is all meta-plot stuff. In the campaign I am running, this has not happened yet, and indeed, may never happen. The Faction War and Vecna incidents were a storyline written to bring the Planescape setting to an apocalyptic end (seems to have been a 90's fad). Ignore them.