Books : Planescape Campaign Setting (Advanced Dungeons & Dragons)

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Author name: David "Zeb" Cook

 : Planescape Campaign Setting (Advanced Dungeons & Dragons)
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Used Price: $49.99






Type of bind: Paperback
Dewey Decimal Number: 793
EAN num: 9781560768340
Format: Box set
ISBN number: 1560768347
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Quantity: 1
Page Count: 288
Printing Date: April 01, 1994
Publishing house: Wizards of the Coast
Sale Popularity Level: 297552
Studio: Wizards of the Coast




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Customer Reviews
User popularity level:  out of 5 stars

Rated by buyers 4 out of 5 stars - It's a Start
I am a die hard Planescape fan. I like this product but it trys to cover 2 many things in a short amount of pages. But considering this was the 1st box set thats not 2 bad. Later products cover a lot more info and our more helpful to the DM.



Rated by buyers 5 out of 5 stars - Awesome
I don't have alot to say other than this is my favoite campaign setting ever. The gorgeous art and incredibly interesting subject matter make this a must have on my list. It's as simple as that.



Rated by buyers 5 out of 5 stars - One of the best campaigns, but not for average RPGers
One of the biggest problems with the Planescape setting is that it required a different breed of role player (rather than the standard roll player). In just about every other setting (with the possible exception of the various Ravenloft settings) any problem could be solved if you just sat down with your character sheet and figured out how best to use the proficiencies, combat abilities, spells, and whatever magical items you had. An army of ten thousand orcs at the gates? Not a problem if you're just savvy enough to know how to best use the rules.

Planescape, even though it is rather rules heavy in some ways, relies much more on story telling and atmosphere than game mechanics (even though mechanics play a very important part of the setting, but I'll get to that). Rather than the typical formula of "players find adventure hook, players gather information, discover monster lair, slay monster, loot lair," Planescape focuses much more intently on the political aspects of the setting (which are extensive and interesting). Characters can join various "factions" each of which follow a specific philosophy governing their actions from day to day, moment to moment. For example, the Sensates, or Society of Sensation, believe that the multiverse exists to be experienced, touched, tasted, and seen. More often than not, they'll be off on adventure because it sounded like an interesting idea at the time to find out what it would be like to tweak Odin's nose and get away with it (not that you could mind you). Not entirely hedonistic, though, the Sensates own and operate the largest theater in the city of Sigil where alongside mundane plays from every point in the universe, one can experience the literal recorded memories and sensations of others.

Adventures within the setting are focused around a central idea or concept rather than action as in settings like Greyhawk and Forgotten Realms. The idea is for players to interact with the concept, understand the philosophy of what's going on, and then contribute, detract, or participate in whatever way they choose. More often than not, each player will have a different idea of what should be done and may even be at total odds with the rest of the group and the campaign setting even encourages this to a limited extent. What is more interesting, though, is what happens when unlikely allies are forced to cooperate. What happens when a Paladin is compelled to work closely with a Necromancer? How about a thief working hand in hand with the local law enforcement? A lawful-good cleric with Demon contacts?

The facilitator of this campaign, that which makes such an unlikely setting possible, is the city of Sigil, literally, the center of the multiverse. The center of everything that exists or will exist. It is the gateway to just about anywhere you could ever want to go and a whole lot of places that you would never want to travel to kicking and screaming. The city lends the setting a metropolitan atmosphere that borders on Steampunk in some ways, but still maintains the fantastic elements of the original Gary Gygax masterpiece.

As one would expect, the rules in various planes of existance don't conform to the norm in many cases. Magic especially is altered. Casting necromantic magic in the seven heavens is an all around bad idea while casting magic at all in the abyss is a dicey business in general. Often-times, mages and priests find that their prime-material spell tactics simply don't apply to the plane they find themselves on. What happens when your trusty fireball simply fizzles out upon casting? Worse yet, the handy magical sword that is carried by the group's most powerful warrior suddenly ceases to work entirely!

More often than not, the key to sucess in Planescape is knowing when to put your swords and spells away and talk rather than fight. Besides, just about everything you meet in Planescape is more than a match for you and the army you came with. Planescape, for that reason, requires an experienced and quick DM and players who are able and willing to play characters rather than a set of statistics.



Rated by buyers 5 out of 5 stars - Best AD&D campaign, ever...
"So, primer, you come from Ferun or from Krynn...well berk, you're a clueless. You can't even imagine all that awaits you behind that portal. Let me show you the dark part of it, if you step through that whirling misty door, you'll be flung to Sigil, city of doors, and the chant is: that is only a drop in the sea of the multiverse. -Thuruk Hal, Guardian of the MercyKillers"

This is what attends you buying the Planescape box set: infinite worlds, extremely original landscapes, strange "planar" way of talking and much more. If you have played the classical AD&D GreyHawk, Krynn or Forgotten Realms and at the end got kind of tired of the usual feudal dragon-slaying stuff this is what you need.

Inside the box you will find 4 maps (the only thing I didn't particularly like, cause they're not quite detailed) and 4 books which contain: 1) A guide to all the planes (Baator, Mount Celestia, Mechanus...etc), where the powers (i.e. the different pantheon gods) dwell; 2)The planar races your PC's can play (bariaurs, tieflings, githzerai) other than the normal prime races (human, elf, etc); 3)A guide to Sigil, a city that is located in the heart of the planes, known as the "city of doors" as it is full of planar portals that can zip your party from the city to whichever plane your DM wants to send you to; 4)A guide to Factions in Sigil(factions are kind of roleplaying kits that will characterize your PCs); 5)A Monster appendix regarding planar fiends and friends; 6)A couple of adventures to work out the beginning of your planar campaign; 7)A glossary regarding the strange slang planars use (words like: primer, clueless, berk, deader); 8) Thorough explanation of how the multiverse works and much more.

The best thing of this setting is that you will finally treat with what you used to see in your usual "primer" campaigns as godly or "too powerful", this will be a boost of originality for long time players and DM's. The setting is very "role playing", its not a just a normal hack'n'slash dungeon slaying campaign. "Planescape" made me go back to mastering.

"So, primer, you have 2 ways of getting your leatherhead to the planes: go through that portal or wait till somebody puts you on the dead book ...what are you going to do, berk?"

My opinion: buy the box, go through the portal!



Rated by buyers 5 out of 5 stars - Simply the Best AD&D 2nd ed. Campaign Setting.
Planescape is easily the best campaign setting produced for the AD&D 2nd ed system.
Here's why:It introduces a vast, complex new set of worlds that the offers several hundred possible campaigns for any group of players, be they new and starting in Sigil (Planescape's home base) or hardened veterans, looking to combat the forces of evil beyond those of their home world.
If you want a gothic horror campaign, then Pandemonium, the Abyss, and Sigils streets should prove more than enough material for you.
If you want a world of chivalry and classic good vs evil, then Baator and Mount Celestia will fit your needs.
Classic hack and slash, in the Greyhawk tradition? Try the Outlands.
To put it simply... It's all here.

The major downpoints to this setting, however, come mostly in the sheer vastness of its scope--ie, in the amount of material which was produced and sold for the setting.
Although this boxed set gives the DM all the information he needs to run a PS campaign, it is rather sketchy on the planes themselves, including the creatures that inhabit the planes.
(Most of these nasties can be found in old AD&D 1st ed texts or in the Planescape MC appendices vol. 1-3.) Instead, this particular boxed set focuses more on Sigil and those things which set the Planescape world(s) apart from other gaming settings.
In order to get full information on all the planes, 3 (!) additional boxed sets are required, as well as 3 seperate soft bound books (all of which are out of print). Unfortunately, the last I heard, the Planescape MC appendices are out of print, as well.
This is a wonderful setting for your PCs if you have the time to create new worlds from a one page description (thankfully, there is enough material in Sigil to keep everyone happy, especially with the Faction War adventure--sold seperately *sigh*) or if you have the time and money to hunt down and buy these increasingly rare boxed set accessories.

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