I know with the dissatisfaction of some with the Spelljammer release (we won’t rehash here). This has some people worried about the Planescape release next year. I am personally not that familiar with Planescape so I am curious the kinds of things that could be in that product.
Assuming it’s a similar format as the SJ release, what should the three books be? Are there enough Planescape specific monsters that a MM is warranted? Should there be an adventure? Would you even want three books like SJ or a single book release?
For this discussion let’s assume a single product release with a standard page count of a typical setting release.
I'd love two books. One would be a setting book, and go into great detail about the outer & inner planes (as well as the various means of travel between them).
I'd want the second to be sort of like VRGtR, where it's part setting (Sigil & the Outlands or something) and part story hooks that goes into lore details and provides interesting ideas, characters, etc. but isn't necessarily a set of rails or even a single story.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Lore book explaining all the planes in detail (inner & outer, including elemental, quasi-elemental, upper, lower, etc.) with a seperate section for Sigil
Campaign book with DM stuff, backgrounds, races etc.
MM with tons of stuff for all the planes (especialy also the outer upper planes).
Might be much more pages than Spelljammer books...
The Planescape bestiary would have to fill in the gaps with the Upper Planes (heavenly planes), because we have literally zero information about the creatures there. It would also present an opportunity to finally provide this edition with a decent amount of celestials in general, since we've had comparatively few celestials up to this point, not counting ones from Magic: The Gathering books.
Same for planes like Carceri that get almost no attention in 5e.
Also the setting guide would have to flesh out the Outer Planes as a whole, and will likely have some specific focus on the city of Sigil, its factions, and the portals you can access there.
I will add this as well: Planescape as a setting is meant to be highly grounded in philosophy and how moral alignments affect the multiverse of the Great Wheel cosmology. If that has changed in this version of it, then it will probably draw the ire of some long-time fans of the setting.
The main thing SJ needed was ships. What’s the main thing Planescape needs? Planar locations?
The main thing Planescape needs is to explain the planes in the Great Wheel cosmology in greater detail, including their mechanics, what they're like, what important locations are in them, and what creatures live in them, and also maybe encounters and plot hooks you can have in them. As well as how to get to them via stuff like planar portals without needing to have access to plane shift. And there are a lot of planes to cover.
Sigil and the Outlands, 16 Outer Planes, 4 Elemental Planes (and a bunch of quasi and para-elemental planes, but I don't think those are entirely necessary), the Astral Plane, the Ethereal Plane (Border and Deep Ethereal), the Feywild, the Shadowfell
I'd be fine without them covering the Feywild since they've released content for that already, and the Ethereal and Astral Plane probably don't need too much beyond what's already in the DMG and Spelljammer. But the rest could use more content. And as I said, there will likely be some focus on Sigil, since that city is the hub of the setting. Sigil is where you would probably start in an adventure, and you'd find and use portals in the city to get to the other planes to do things.
I really hope an adventure is included. I am on the show-me rather tell-me camp of adventure design.
I don't think this would work for Planescape very well. Single adventure would be imho too narrow to explain PS. Something like saltmarsh/candlekeep/Radiant citadel could work, but I doubt we will get something like that.
I really hope an adventure is included. I am on the show-me rather tell-me camp of adventure design.
I don't think this would work for Planescape very well. Single adventure would be imho too narrow to explain PS. Something like saltmarsh/candlekeep/Radiant citadel could work, but I doubt we will get something like that.
I don’t know much about Planescape but I was thinking something like the SJ adventure they had 4 parts. Then each part could be on a different plane.
As a Planescape newbie I would want something to just pickup and play.
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I know with the dissatisfaction of some with the Spelljammer release (we won’t rehash here). This has some people worried about the Planescape release next year. I am personally not that familiar with Planescape so I am curious the kinds of things that could be in that product.
Assuming it’s a similar format as the SJ release, what should the three books be? Are there enough Planescape specific monsters that a MM is warranted? Should there be an adventure? Would you even want three books like SJ or a single book release?
For this discussion let’s assume a single product release with a standard page count of a typical setting release.
I'd love two books. One would be a setting book, and go into great detail about the outer & inner planes (as well as the various means of travel between them).
I'd want the second to be sort of like VRGtR, where it's part setting (Sigil & the Outlands or something) and part story hooks that goes into lore details and provides interesting ideas, characters, etc. but isn't necessarily a set of rails or even a single story.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Lore book explaining all the planes in detail (inner & outer, including elemental, quasi-elemental, upper, lower, etc.) with a seperate section for Sigil
Campaign book with DM stuff, backgrounds, races etc.
MM with tons of stuff for all the planes (especialy also the outer upper planes).
Might be much more pages than Spelljammer books...
I really hope an adventure is included. I am on the show-me rather tell-me camp of adventure design.
The Planescape bestiary would have to fill in the gaps with the Upper Planes (heavenly planes), because we have literally zero information about the creatures there. It would also present an opportunity to finally provide this edition with a decent amount of celestials in general, since we've had comparatively few celestials up to this point, not counting ones from Magic: The Gathering books.
Same for planes like Carceri that get almost no attention in 5e.
Also the setting guide would have to flesh out the Outer Planes as a whole, and will likely have some specific focus on the city of Sigil, its factions, and the portals you can access there.
I will add this as well: Planescape as a setting is meant to be highly grounded in philosophy and how moral alignments affect the multiverse of the Great Wheel cosmology. If that has changed in this version of it, then it will probably draw the ire of some long-time fans of the setting.
If it's at the cost of skimping on the actual setting details, I'd rather not, but there likely will be an adventure either way.
The main thing SJ needed was ships. What’s the main thing Planescape needs? Planar locations?
The main thing Planescape needs is to explain the planes in the Great Wheel cosmology in greater detail, including their mechanics, what they're like, what important locations are in them, and what creatures live in them, and also maybe encounters and plot hooks you can have in them. As well as how to get to them via stuff like planar portals without needing to have access to plane shift. And there are a lot of planes to cover.
Sigil and the Outlands, 16 Outer Planes, 4 Elemental Planes (and a bunch of quasi and para-elemental planes, but I don't think those are entirely necessary), the Astral Plane, the Ethereal Plane (Border and Deep Ethereal), the Feywild, the Shadowfell
I'd be fine without them covering the Feywild since they've released content for that already, and the Ethereal and Astral Plane probably don't need too much beyond what's already in the DMG and Spelljammer. But the rest could use more content. And as I said, there will likely be some focus on Sigil, since that city is the hub of the setting. Sigil is where you would probably start in an adventure, and you'd find and use portals in the city to get to the other planes to do things.
I'd agree, that the 16 outer planes, 4 main elemental planes and Sigil would be enough.
I don't think this would work for Planescape very well. Single adventure would be imho too narrow to explain PS. Something like saltmarsh/candlekeep/Radiant citadel could work, but I doubt we will get something like that.
I don’t know much about Planescape but I was thinking something like the SJ adventure they had 4 parts. Then each part could be on a different plane.
As a Planescape newbie I would want something to just pickup and play.