Planescapin'
II
I
have a lot of great memories about working at TSR back
in Wisconsin, and so many of them revolve around the
Planescape® team. From the moment I joined
the team when I started writing The Planewalker's
Handbook, Planescape began to shape my approach
to game design and to writing in general. (You can read
more of these memories in my first Planescapin'
article.)
And
now Planescape is 10 years old. (Yes, the campaign
setting came out in 1994.) It's hard to believe that
so much time has passed, but the friendships formed
during the years of the line's active publication have
never waned. I am still a big fan of the artwork of
rk post (see right), Robh Ruppel, and Tony DiTerlizzi,
all of whom contributed so much to the setting. I game
every week with long-time Planescape editor Michele
Carter. I see designer Wolf Baur around town and at
get-togethers here in Seattle. I talk about comics in
email with editor and designer Ray Vallese and about
music with designer Colin McComb.
So
it was a natural thing for us to come together again
to write a new book of planes, in honor of Planescape's
birthday. That book is Beyond
Countless Doorways. Find out how the project
got started here in our press
release. While this is not, strictly speaking, a
Planescape book, Wizards of the Coast has been
kind enough to let us use many of the monsters from
the setting in this new book. You'll even see the baatezu
and tanar'ri make an appearance.
But,
to be clear, there's no "cant" in the new
book. Beyond Countless Doorways doesn't take
you back to Sigil or the planes of the Great Wheel.
Instead, it introduces you to 18 all-new, exotic planar
locales to expand your game's cosmology. It's the imaginative
nature of the planes that hearkens back to the classic
Planescape.
My
codesigners and I have been talking lately about those
days in Wisconsin and how we feel about getting back
to the planes today. It's been quite a trip. Here's
a little bit from our conversation...
The
Planescape Twist
There's
a certain phrase that used to characterize Planescape
around the TSR offices, even though it never made it
into any product catalogs. That phrase is "The
Planescape Twist." But what exactly is it?
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"Take
a standard, freeform dance," Wolfgang explains.
"Sway in time, emphasizing the hips. Then,
throw knives at the dancer randomly. At the chorus,
add bagpipes played by mutant sewer people." |
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"I
recall it best as an arm motion," Colin says.
"Take your right arm, bend it at the elbow
about 120 degrees, and extend your slightly cupped
hand. Now, with a slight smirk on your face, say,
'It's the Planescape twist!' and rotate your
wrist back and forth, corkscrewing. |
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Ray
recalls the concept evolving from the group's tendency
to "give a familiar game element a new and
unexpected spin. Either that, or an excuse to do
whatever the heck we wanted." |
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What
I remember mostly is that we would sit around
the office and plan out ideas for products, and
sometimes one of us would say something another
person found particularly surprising. "What
are you talking about?" that person
would say. The correct response would be, "See,
that's the Planescape twist." For
instance:
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Me:
"I think that in this city, there should
be orcs, but they all walk on their hands."
You: "What are you talking
about?"
Me: "See, that's the Planescape
twist."
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Then
and Now
By
the time the Planescape line ceased publication
with the final product, Faction War (although
it was never meant to be the final product), the old
team had pretty much moved onto other things. Ray was
editing and doing graphic design for the University
of Illinois, Wolfgang worked for Microsoft, Colin was
off writing computer games for Interplay. And I was
getting ready to start work on 3rd Edition. But no matter
how interesting our jobs were, there were always things
we missed about Planescape.
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What
I miss most about working on Planescape is
the absolute creative freedom that it provided,
and the fun of sitting around with other incredibly
creative people and just throwing out wacky ideas. |
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"The
best part was working closely with fun and crazy
friends to come up with some really strange and
wonderful stuff," Ray said. "The collaborations
on Beyond Countless Doorways are long distance,
but the same feeling is there." |
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Even
though the planes in Beyond Countless Doorways
are not part of the Great Wheel cosmology but
wholly new, working on the book was rather nostalgic,
Colin says. "What I miss most is the daily
interaction with Monte, Ray, and Michele. I reminisced
my way through my chapters, and yes, this work
definitely helped remind me of the mornings in
Ray's cube."
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Wolfgang
has missed the design opportunities the line gave
him. "The complete freedom to start over
on a new canvas was always a big part of the appeal
of Planescape, and it was probably the
reason designers (and artists and editors) always
strutted their best stuff for it. There was often
little or no backstory, canon, or previous design
for a place, and that's exciting. Plus, the ability
to play with pure, Manichean levels of Good and
Evil. In 'realistic' campaigns, you sometimes
played things down to allow for suspension of
disbelief. Planescape players were always
willing to follow you a little further around
the bend."
|
So,
that brings us to Beyond Countless Doorways.
This new book is a Planescape reunion product
in many ways. We've gathered together a lot of people
who were influential in Planescape. We're missing
two people, however, who were very important to the
designers on the line. First there's editor Michele
Carter, who was probably involved with more Planescape
products than any other single individual. While she
never did design work, she was always there for creative
input, and she was always the person who kept lists
of things and could keep track of what was where and
what lived on what plane. We were glad to have her here
to help proofread the final manuscript, if nothing else.
The
other person was Tony DiTerlizzi, who not only illustrated
a lot of Planescape products but contributed
a lot to the feel of Planescape with his illustrations.
I would say that the designers looking at his artwork
probably influenced us as much as our writing influenced
what he drew, if not more.
If
you'd like to know more about Beyond Countless Doorways,
this week we have a new preview for you in The
Stuff. And keep checking back over the next few
weeks, as we reveal more about the art and the new planes.
Happy
Birthday, Planescape.
Want
more Planescape
memories?
Back
to Line of Sight Archive Page
/ Back
to Monte's Home Page
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