

Night Goat mentioned the D&D alignment system makes no sense. If anything, I think Planescape wouldn't work too well for a game focused more on "story". And this would be a whole lot of work even if you were only focusing on the outer planes. Of course, the setting them is only half made, and the GM will have to come up with lots of maps, realm descriptions, figure out how the economics of the planes work, etc.

Has anyone ever had an adventure in fucking Arcadia or Bytopia? And the fact that the setting frequently disappears up its own ass with shit like the Cant makes reading a Planescape book a cringeworthy affair.Ĭlick to expand.How so? While my love for Planescape has cooled off in the last years, I can still see how it could be used well with even a sandbox approach. We've got seven redundant hells, and seven redundant heavens which are even worse because there's absolutely fuck all to do in them. Team Evil instead of anything you can tell an interesting story with. D&D's alignment system is fucking terrible, it exists to turn the game into a Saturday Morning Cartoon of Team Good vs. Then you've got the Outer Planes, which are based on alignments. You've got Inner Planes made up of a single element each (or quasi- and para-elements), and this is somehow supposed to be interesting. Then there's the planes, most of which are boring and stupid. First there's Sigil, a city ruled by factions that don't make any sense at all. Click to expand.Planescape had good art and a good CRPG based on it, but the setting itself is really, really fucking overrated.
