Thread starter question: What is Planescape to you, in terms of overall thematics and motifs? Best original wii games. Not what any of the books say, but what you personally think it should be. Discuss Planescape and the Great Wheel here, whether the original AD&D 2e version, the 3.X version, the 4e version (traces of the Great Wheel exist in 4e, down to the baernaloths, the yugoloths, the Heart of Darkness, Maeldur et Kavurik, Tenebrous, Pelion, and the Last Word all being canon as of Dragon #417), the 5e version, or your own original blend.
I am exceedingly well-lanned on planar canon under a holistic blend of 2e, 3.X, and sporadically even 4e lore. If you have any questions at all about the setting's lore, feel free to ask, and I will give you direct quotes and citations from as many primary sources as I can, unlike afroakuma. I will note when something is open to GM interpretation, and explicitly note whenever I give merely my own personal interpretation. If you would like to ask anything under the context of a single edition and nothing more, please mention such. Basic setting summary: Comprehensive Planescape reference index: planar encyclopedia: planar encyclopedia: planar encyclopedia (contains unmarked fanon, so beware): List of all the multiverse's gods (contains all gods mentioned in D&D products, but also has plenty of speculation and fanon for mythological deities and for powers with few details on them): Old threads with previous questions and comprehensive answers. As far as I am aware, each planar layer spans out to infinity in all directions. Arborea's first layer, for example, will stretch out its verdant fields and forests indefinitely horizontally, and likewise has an infinitely deep underground and an infinitely high sky.
(Note that there is very little canonical information on the undergrounds and the skies of each plane, or even how suns, stars, and moons work. They could be a mysteries that many planar scholars are eager to delve into.) These infinite dimensions, of course, can be cut short by fulfilling the conditions needed to transition into a new layer, voluntarily or otherwise. For example, as page 48 Planes of Conflict: Liber Benevolentiae will tell you, if you help travelers along the path to your destination in Elysium, you will soon reach that site, infinite dimensions be damned. Likewise, if you follow the Labyrinthine Portal explained in page 5 of Planes of Law: Mechanus, you can reach any place in the clockwork nirvana. Gehenna is a notable exception to this. As mentioned in page 24 of Planes of Conflict: Liber Malevolentiae and page 111 of the 3.0 Manual of the Planes, while the plane's black void is infinite, the fourfold furnaces are finite in size, to the tune of 'literally hundreds of thousands of miles across, up, and down.'
(For reference, Earth's sun has a diameter of 864,575.9 miles.) The books never come out and say it, but I imagine that the Gehennan yugoloths are suffering from an overpopulation crisis and are trying to deport as many native Gehennan larvae and petitioners as possible to clear room for themselves on the slopes. Page 30 of Planes of Conflict: Liber Malevolentiae covers how daylight works in Bytopia. During the daylight shared by Dothion and Shurrock, the sky that lies between the two layers of Bytopia is aglow with warm, ambient light. This light fades as night falls. The 'stars' seemingly in the 'heavens above' are merely the lights and fires visible from the plane's opposite layer.
The source of the day's light isn't certain. Some bashers claim that there's another power, an unnamed sun god, trapped in the sky between the two layers. Others shake their heads and say that the East Indian power Savitri lights the daytime sky. One chant goes that ageless eons ago, Savitri had a large realm on Bytopia where he lived with his pious and gentle wife. It seems that Savitri was a noble and wise prince who sought not wealth in a wife, but love.
(In some versions of this legend, Savitri was a noble princess married to a wise hermit. Considering the powers may take any aspect they choose, both or neither versions may be true.) Upon finding such a woman, Savitri fell in love and they were soon married. But only one year after their marriage, Savitri's wife fell dead, the cause of her death unknown. When Yama, the god of the dead, arrived to claim his wife, Savitri followed Yama to the underworld, leaving his realm on Bytopia. Savitri convinced Yama of his deep love for his wife and the god of the dead relented, returning the woman to life.
Each morning's daylight means Savitri is still committed to his hold home, and, though he's not returned to again live in Bytopia, the petitioners also say that Savitri's light proves that true love is stronger than death. The god of the day-long sun now spends most of his time in Elysium—due in no small part to his conquest over the power of death. Each day is the same length as every other day on Bytopia, but both layers do experience all four seasons. Dothion's are mild, the winters never getting bitterly cold or the summers unbearably hot. The same cannot be said for Shurrock.
There, chilling, blustery winds herald the arrival of charcoal-black storm clouds, driving sheets of rain, or snow that whips through the air stinging and cutting exposed skin. Bytopia is fascinating to me, because out of all of the planes' shapes, it is the one that is absolutely impossible in even the most exotic of Prime worlds. The mirrored acres have always seemed to me like a pastoral countryside that the rest of the Upper Planes fiercely protects to preserve its innocence (and its status as the industrial heart of the Upper Planes). Of course, according to page 33 of Planes of Conflict: Liber Benevolentiae, the Order of the Planes-Militant from Mount Celestia is subtly trying to conquer the plane and literally absorb it into Mount Celestia; one would wonder why the archons, the guardinals, the eladrin, and the aasimon are not trying to intervene against this. I never came to play in the setting which makes me sad somehow, because now I don't have time to even watch a movie during the week and I am so dead tired on the weekends.
I had all the Planescape items (except these rare promotional stuff like the brooches and the sketchbook), but I sold it back in 2000 together with all my rpg stuff. I started collection 1e/2e FR, DS, PS and generic back in 2014, but I lack so much of the more rare items even now over 2 years later.
I probably won't be able to get PS complete ever again in my life. This makes me really sad, since I very much liked the setting. Op, can you tell something about SIGIL and its role in the setting, please? I never came to read all of stuff in detail and I feel I forgot many things. (I'll keep posting PS stuff meanwhile.). Sigil is the 'nexus' of the multiverse.
Since every bounded arch and threshold in the Cage is a portal that can be activated with the proper gate-key, and since those portals can lead to and/or from anywhere else in the multiverse, the City of Doors is the most well-connected place in the cosmos. An efreeti from the Plane of Fire can take a trip through Sigil to visit the similarly fiery Muspelheim in the Upper Plane of Ysgard, a mortal paladin from the Prime seeking to rescue a lover from tanar'ri in the Abyss might use the Cage to get there, and a wolf-eared lupinal from idyllic Elysium might venture to the City of Doors just to visit a phase spider friend with a web strewn across a corner of the Deep Ethereal. Because Sigil is so well-connected, anyone and everyone wants to control it, influence it, set up businesses there, and possibly live there. That is why innumerable outsider races and factions establish themselves in the City of Doors, and most of them provide services too, like the Harmonium who serve as police force or the Believers of the Source who comprise the City of Doors' industrial backbone. Sigil is a great 'default area' of the setting because it is a microcosm of the multiverse in a city-sized package. It is a place where literal angels and demons might sit at the same bar (leerily if they are just passing through, more laid-back if they are native Sigilians with cosmopolitan mindsets). Those crossing the roads are a varied lot.
There are mortals human and elven, majestic celestials and menacing fiends, towering dragons and teensy faeries, woeful wraiths and energetic elementals, polyhedral clockwork constructs and chaos-shrouded giant frogs, magical beasts and aberrations with shapes plucked from a madman's fever dreams, and multifarious other creatures still. Sigil, as presented in 2e's books, is a grim and gritty place full of smog and crime. But that can be chalked up to the 90s writing. I prefer a cheerier Cage myself. There is really no way to tell, in-universe or out. The closest you will get is the section on portals in pages 8 to 9 of In the Cage: A Guide to Sigil, and the map of the most well-known portals in pages 10 and 11. It is easiest to assume that every bounded space in the Cage is a portal waiting to be opened with the right gate-key, however.
For all intents and purposes, that is how the setting treats the portals anyway. Most of these portals are secret and one does require the key which can be nearly anything, is this correct? The aforementioned pages in In the Cage: A Guide to Sigil make clear that only a handful of portals are well-known, though the Fraternity of Order likes keeping logs of portals. Page 31 of the same book gives us Ramander the Wise, an 18th-level neutral evil human wizard of the Fated who claims to be the 'Master of Portals' and extorts people for access to them. I have only ever played two PCs in the Planescape setting proper, a lilliputian Godsman aasimon of the ancient phoenix-god entombed in Cocytus, and a lawful neutral incubus of the Fraternity of Order who is the most productivity-enhancing secretary a Guvner could ask for. Both of them appeared as young boys in girls' clothing; what can I say. I have GMed for dozens of Planescape characters by now.
The vast majority of them were celestials or fiends of some stripes; few people are interested in playing other types of outsiders, though I have had a lesser constellate (Spelljammer-style) catgirl, a burly oni-girl and proxy of Amaterasu, and even a Cheshire catgirl (the Cheshire being an official 3.X fey). Of all the exemplar races, I think that guardinals have the most potential as PCs. They are compassionate animal-people who enjoy relaxing in idyllic slice-of-life scenes, fight evil wherever it rears its ugly head, and love to travel; a perfect heroic PC, then.
Gehennan yugoloths probably make the best fiendish PCs. Somewhat Planescape related but I'm planning on running a campaign in the Elemental Plane of Water. Want the campaign to emphasize survival in a distant, hostile environment and considering 5e fluffs the elemental planes as being a little more congruent to non-planar life thought this was a good opportunity.
Essentially the PC will be sucked into the plane in a Olhydra ritual gone wrong and, to increase initial survivability, arriving adrift in rowboat in an enormous bubble (not that they'll initially realize this) thousands of miles in diameter. Maybe the bubble was created by fire incursion eons ago or that the plane 'froths up' when it buttresses against the material plane. Anyway inside the 'bubble' I'm thinking floating pirate 'cities' created from salvaged jetsam, enormous coral reefs, vast archipelagos of skerries (created from magma born Fire invasions?) and the like. Main NPC players interact with will be a 19th century British sea captain sucked down the Bermuda Triangle (not that they'd know that). Initially I want to emphasize escape for the PCs - which will mean allying themselves with a power that has access to inter-planar travel. Olhydra will represent the big bad - I'm thinking murderous pirates and aboleth cults.
As an overarching thrust Ishtishia is going to collapse the bubble for his own alien reasons- his elemental patrons are being corrupted by ideas of good, chaos, law etc/water abhors a vacuum etc. Ben Hadar is too arrogant to realize this and is more concerned with trivial fights with Imix.
In essence all the powers will be scrambling for power as they realize the bubbles iminant demise. Perhaps the PCs can choose to escape but will have to leave there NPC companions to Ishitishia's fate - unless they can convince him otherwise Realized I've rambled on a bit but quite excited for this campaign.
The 2e Inner Planes sourcebook was really good for giving ideas but was wondering if there was any published adventures in the Plane of Water? Your description makes the 'bubble' out to be more akin to a hemispherical air pocket where people sail upon the convergence point of air and water (i.e. The 'surface of the ocean'). I do not see why Olhydra, Ben-Hadar, and Ishtishia would actually care about this bubble any more than the innumerable other dominions of the Plane of Water, such as the main population centers of the marids like the Citadel of Ten Thousand Pearls or the City of Glass. I know of only one premade 'adventure' set in the Elemental Plane of Water: the City of Glass chapter of the 'Vortex of Madness' module, and that is more of a setting piece than an actual quest.
I would mix up the campaign by gradually introducing more and more planar bodies of water: the Silver Sea of Lunia, the River Oceanus that stretches from the calm ocean of Thalasia to the raging waves of Ossa/Aquallor, the River Styx that connects all the Lower Planes, the ice floes of Stygia, the poisonous volcanic rivers of Khalas, the watery prison of Porphatys, the Abyssal waters of the Ice Floe (#70), the Gaping Maw (#88), the Shadowsea (#89), the Scalding Sea (#245), Shendilavri (#570), and so on. If you want to keep party to the waters and the ports, you could say that Olhydra has laid a curse on them that makes them unable to set foot more than X miles from a large body of water. Also, have a description of an aquatic scene I had used in a game once.
The aquatic area in question is the (completely non-canonical) 'Great Khalas Reef.' As CHARNAME steps outside into the elevated walkways of the Crawling City, they notice that the towers of onyx and obsidian are cast in faint hues of blue.
Ad&d Planescape Pdf
The source is clear as their eyes catch sight of the force-dome above: rather than the black void and the constant rain of Chamada's debris, the many-legged metropolis is submerged within one of the many volcanic rivers of Khalas. Visible through the barrier are magnificent formations of infernal coral, taller than even the miles-high towers of the Crawling City. The city scuttles through a great barrier reef of leviathanic proportions! Every so often, a plume of steam comes crashing down towards the coral; the steam scatters to reveal a humongous hunk of freshly-cooled lava. The miles-long crag crashes into the coral, breaking it off and crushing it to sand. Through the dome, CHARNAME also glimpses whole colonies of aquatic dragons of many sizes, from that of a dergholoth to those great great great wyrms of colossal stature.
Their scales are lustrous brass, marking them as metallics. But those scales are mottled with dark, infernal patterns that mark them as half-fiends. Where the sand builds up in this barrier reef, the dragons breathe brilliant arcs of electricity, forming hellish patterns of fulgurite that accompany the towering coral. I am exceedingly well-lanned on planar canon under a holistic blend of 2e, 3.X, and sporadically even 4e lore. If you have any questions at all about the setting's lore, feel free to ask, and I will give you direct quotes and citations from as many primary sources as I can, unlike afroakuma. I will note when something is open to GM interpretation, and explicitly note whenever I give merely my own personal interpretation.
If you would like to ask anything under the context of a single edition and nothing more, please mention such. I, I, I, I, I, My. Wow, what a self important little shit. As if OP is the only person to know anything about Planescape. Apologies if you think this is unrelated, Greatest thing in the 2nd Edition was how interconnected every setting was. It was not a mishmash but the possibility of travel was there, albeit rare.
I always loved the mage stronghold in Baldurs Gate where you had Solamnic Knights from Dragonlance and Halfling cannibals from Darksun. They were rare anomalies but it was nice touch. Move over, it gave cohesion to all settings, all settings had the same material space (through spelljammer) and same places (through planescape) One of the worst things 3rd edition did was to seperate them.
Darksun, Ravenloft, Spelljammer, Planescape, Dragonlance, Birthright were cut off from official support. Greyhawk and Forgotten realms being the only ones standing, even then Forgotten Realms dropped the planescape planes and created its own. This only distanced the settings even more. I'm not saying that campaign should mix different settings but this unified concept was nice to had, even though the connection was very vague and it was not a regular thing to see kenders in faerun it was nice that the possibility existed. Its a shame spelljammer and planescape, the glue that connected the settings, had vanished in 3rd ed.
So, I'm planning to get myself some Planescape books for my birthday geld. I'm gonna start with the main boxed set, try it out, see if it's for me.
I assume it will be, since it seems pretty much straight up my alley, and if that is indeed so, what other stuff is considered 'essential'? The Planeswalker's Guide - is it truly necessary or should I drop it? Do I need the Factol's Handbook? So, any of you old hands to Planescape - what is necessary and what not?
What would've been necessary, but was handled badly, and what was so well-written and awesome that I should get it even though it's not realy that vital to enjoying the setting? And what should I be aware of in order to prime myself for the setting? And are there any fan-made materials I really ought to check out?
What parts of the setting should I be aware of that suck or rock disproportionately, etc.? Thank you in advance. Core Boxed Set, for obvious reasons.
If you are using it within 2E, Planewalkers Handbook is essential. Half the rules for the campaign setting appear there and nowhere else. I have one copy and am tempted to buy another because the DM and players need to reference it fairly often. Factol's Manifesto is great IF you are running a game that takes place mostly within Sigil.
If you aren't spending a ton of time within Sigil, it's not so important. It's a cool book though. I have a pretty decent collection (Core Boxed Set, Planes of Chaos, Law, and Conflict boxed sets, Hellbound: The Blood War boxed set, Factols Manifesto, Planewalkers Handbook, Uncaged: Faces of Sigil, Planescape MCI and MCII, Dead Gods, and Eternal Boundary) and those three are really what I would say are needed to run a game within sigil. If you use Skills & Powers, you'll want a copy of the Dragon magazine that details Planer S&P, possibly. You could probably find a PDF somewhere, I'll get the # for you if you are interested, I have the magazine sitting in plastic somewhere. You can find the Player's Primer to the Outlands audio files all over the internet at this point.
The rest of that box was only a 32-page booklet IIRC. All anyone ever raves about is the CD. I'd just go listen to it online somewhere and save $30 for something more valuable. You can find Hellbound for a decent price if you look around. It's a valuable resource if you are ever going to use the Blood War as part of the plot.
In all honestly, out of all the GMing I've done in Planescape, it seems the most fun we've had as a group usually took place in Sigil itself. The city is one of the coolest things TSR ever came up with.
Planescape Pdf
Demon bars where they drink lava? An angel spa right down the street? So much cool stuff in Sigil. Especially to players who aren't used to Planescape and will want to draw swords with every badguy they come across.
Planescape is more of a thinking game than most D&D settings. It's hard to settle a problem with your sword when your enemy is an infinite supply of demons from hell (or an infinite army of angels, for those evil types). I'd get the following: Core boxed set. Then I'd get the following adventures: Dead Gods Great Modron March Tales from the Infinite Staircase That is all. I don't suggest a lot more plane specific or setting specific stuff because I think in an ideal planescape game, that variety is essential. If a DM has misunderstood what is going on with the blood war, and provides something entirely different than what is expected, that is fine. For example: say the blood war is Demons vs the elemental plane of water.
I think that's absolutely fine. Or perhaps the blood war is Devils vs a blood-transmitted microbe/infection that causes them to suffer if anyone around them is suffering. If your planescape does something unheard of in the Canon planescape, I think that is perfectly fine.
I am sugesting the adventures not necessarily to run them, but to give you an idea of how bizarre a planescape adventure should be. The Great Modron March and Dead Gods are definitely worth your cash even if you aren't planning to run them as adventures. There's so much stuff in them on the planes as a whole and flesh out a lot of the Sigil NPCs rather well plus they give you some idea of how to run a high level campaign in which everything is going to end everywhere and it's all up to the PCs. I've run more than my fair share of Planescape and I found that the most fun way to run things was to really ramp up what the consequences of failure are along with the absolute apathy of everyone the PCs try to tell about it. Since there is always a threat to the multiverse and there are always parties of adventurers trying to stop it. 'We're trying to stop the Abyss from eating Toril!'
'Yeah, you and everyone else, berk.' 'Starting Adventure' implies lower level or level 1, in which case both Modron March and Infinite Staircase work. Dead Gods is outstanding, but starts at a higher level.
In fact, Dead Gods is usually run as a sequel to Modron March. Pretty much, yeah, I was thinking of starting a PBP 2e Planescape game, but wondered whether people would still have the books and stuff to create characters from. There is such a lot of good 2e stuff, but if it's non-core, I'm going to have trouble posting the character generation rules because of copyright issues. Pretty much, yeah, I was thinking of starting a PBP 2e Planescape game, but wondered whether people would still have the books and stuff to create characters from. There is such a lot of good 2e stuff, but if it's non-core, I'm going to have trouble posting the character generation rules because of copyright issues. I'd certainly be in. But you do have a point that character generation MAY be difficult.
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Although, as long as roughly half the players had the material, the rest of the players could make clueless and it'd work out alright. I'd certainly be in. But you do have a point that character generation MAY be difficult.
Although, as long as roughly half the players had the material, the rest of the players could make clueless and it'd work out alright. I tried to run an FR game last year and it collapsed, so it's a 'maybe' at the moment. The split is between planar characters and prime characters, so conceivably anything is possible. I might run Planescape, I might run Spelljammer, but I will try to set it up at the end of the summer (no point in trying anything now until after my sister's wedding at the beginning of August) and see what interest there is. There is a good site that I run the games on which has programmed character sheets, but until I figure out how to overcome the problem that wrecked the last one - multiclassing - I won't be posting anything. That would also give me a bit of time to brainstorm some ideas.
My personal list of 'must-haves' - Planescape Boxed Set: 'coz you need it. The three Planes Of sets: because they describe the best parts of the setting with the most meat. In The Cage and Factol's Manifesto: because I used Sigil a whole helluva lot, and these books rule. Faction War also has some neat extra info on Sigil, but it's not a must-have. The Monster Books: because these really give you a flavor of the types of things to encounter on the planes, and a lot of them are very strange, unique, and well-described. On Hallowed Ground: I love the idea of Gods fighting stealth wars, so this book was extremely helpful. I recommend (but don't require) Planewalker's Handbook (the random charts for Tiefling and Aasimar 'mutations' are worth it!), and the adventures Modron March and Dead Gods.
Personally, Hellbound and the Player's Primer to the Outlands are very cool but the first is only useful if you use the niche it's aimed for and the second was not as informative as I would have liked. Back when WoTC was selling PDfs, I went on a spree and purchased all of the 2E adventures that I skipped out on in the 90s. Paladin in Hell, Dead Gods, Great Modron March, Rod of 7 parts, Axe of the Dwarvish Lords, Return to White Plume Mtn, lotsa planescape stuff, etcetera.
I am SOOOO glad I did that. Yeah, that's why my essential list was not expensive at all;-) I also was buying when they first started releasing these boxed sets. I guess if you're starting from scratch in regards to owning planescape products, the essential would be this: - Planescape Core Box set (if you're not using 2e rules and don't care about the Cant or Sigil, you could probably just get away with the following links) - Pick whether your campaign is Sigil-centric or not.
If it is, In The Cage is pretty damn important, Faces of Sigil less so, and Factol's Manifesto ONLY if the Factions will be important. If the campaign doesn't focus on Sigil, ignore this entry. Wikipedia for the entries of most D&D-specific deities and nearly every real-world deity that is mentioned (many even have their D&D-specific connotations noted on Wikipedia) - Wikipedia for many descriptions of the Planes Bam! That's the cheapest way to do it. You'd be surprised how much of the setting info can be gleaned from a couple sites (Planewalker.com, Dragonsfoot.org for more old-school descriptions of the Planes).
Wikipedia really has almost everything you need, in a general sense. You might be missing some specific locales described in the various Planes Of boxed sets, but even many of those can be scrounged from more recent books (Manual of the Planes for 3e) or you can alter things to your liking (the Planes books for 4e). Hell with all the links I posted above, it makes me wonder why we even buy the books or call for a new edition of older settings. It really seems like most of the info for any semi-popular D&D setting is already online, almost in full. Oh, and screw eBay!!
(I run an eBay business, and I hate it). Planescape Core Box set (if you're not using 2e rules and don't care about the Cant or Sigil, you could probably just get away with the following links)Check - I've got it on order. Pick whether your campaign is Sigil-centric or not. If it is, In The Cage is pretty damn important, Faces of Sigil less so, and Factol's Manifesto ONLY if the Factions will be important.Ok, I don't know if I will run Sigil-centric or not. Probably both?
So, In The Cage, but not the others. Hell with all the links I posted above, it makes me wonder why we even buy the books or call for a new edition of older settings. It really seems like most of the info for any semi-popular D&D setting is already online, almost in full. I buy stuff for the same reason I don't pirate PDFs - I like nice-looking print stuff.
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Oh, and screw eBay!! (I run an eBay business, and I hate it) I tend to stick with Noble Knight. They've got good prices and selection, and reasonable shipping, especially for smaller orders. I can't stand the eBay rat race. Thank you for your posts. Most informative and useful, and if I don't respond a whole lot, it's 'cause I don't have anything of value to say. So the Essential Planescape so far numbers the main boxed set and In The Cage.
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The Planescape Conspectus is basically just an ad that came with Dragon Magazine, and has no substantial new information. It's a bunch of images from Planescape products crudely Photoshopped together on a fold-out poster, with some explanations of what Sigil, the factions, and the Outer Planes are. The Planescape Sketchbook was a book of conceptual art Dana Knutson made for the campaign setting available at Gen Con one year.
There might conceivably be some drawings of Sigil NPCs in it that might be indexed, but that wouldn't be useful to many people. The other sources you mention seem worth adding to the index.
Off hand, I know there's at least one major Sigil NPC in the PSMCIII, and it'd be fun to add characters from the Torment novel (some of whom also appeared in Dragon #264). I don't have the Blood War trilogy or In the Abyss, but I can do the others. I'm aware of what the Sketchbook and Conspectus are even if I've never seen either.
Planescape Torment Walkthrough Pdf
I don't imagine that many of the remaining sources will yield many new Sigil NPCs and Locations since they're dedicated to other planes, but you never know when a throw-away quote will pop up in a Planescape product so it's best not to rule anything out without checking it first. Besides, I'd love an opportunity to flip through the sketchbook. Does anyone have a copy? I actually have access to most of the unindexed material, the only exceptions being the Player's Primer to the Outlands boxed set, Monstrous Compendium Appendix III, Planescape Conspectus, The Planescape Sketchbook and the Torment novel. It's simply that, after working my way through the first 20+ sources, I started to lose a little steam.
I figured 700+ NPCs and 250+ locations culled from all the primary Planescape sources was adequate for an initial online posting. I do intend to eventually work my way through the remaining sources (though I'm dreading tackling the Blood Wars Trilogy; reading through it once was challenging enough). I don't know enough about Excel or Microsoft works to help you.
If someone can suggest a better file format for the document then perhaps I can resave it and post it online. 'Krypter' wrote:Just one recommendation, if you don't mind: could you put the ward name in a separate column from Commonly Found? That way a GM could quickly sort the NPCs by the ward his PCs are in at the moment.Hm. How about I simply list the ward name first in the 'Commonly Found' column?
That way resorting the document will automatically group everyone by ward if possible. Since Clueless has graciously setup a page for the Sigil Map I thought I'd ask for opinions in regards to the file size and format(s) which would be of use to the most people.
The map was originally created in Illustrator (all the text is vector based) with an imported hi-res RGB Photoshop file for the background image. As is the file is 32' wide by 22' high at 300 dpi. When it came time to print it, I supplied my girlfriend with a hi-res PDF which weighed in at about 30 megabites. She printed it up on a large format inkjet printer she has access to and now I have a beautiful big full-color map of this great fantasy metropolis. I know not everyone has access to a large format printer or high-speed internet so I figured it'd be best to ask to find out what people want to see and then tailor the download file to match. So what size/resolution/format would be best? What's better; Jpeg or PDF?
Are multiple download options a better idea? If so how many?
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