Planescapin'
Last
week I posted a column about Dave Hargrave's
Arduin books. I got a lot of
responses from people saying, "I'm
so glad you still revere the 'old school'
of gaming, Monte." And it's true.
I wrote Labyrinth of Madness
and A Paladin in Hell for 2nd
Edition, and Return to the Temple
of Elemental Evil, all clearly "old
school" adventures. However, I
also spent years working on Planescape,
and I loved it for reasons that are
not old school at all.
Planescape
was more than just a new D&D campaign
setting, and it was more than just "the
planes." It represented a whole
outlook on gaming. While you could play
Planescape (and have a great
time) just fighting tanar'ri in the
Abyss and not give much thought to any
of the rest of it, Planescape
offered opportunities for more. The
main setting, a city "at the center
of the multiverse" called Sigil,
was run by groups called factions. The
factions each had a different outlook
on the universe. Thus, by joining one
of the factions, or simply by dealing
with them as players, you were compelled
to think and sometimes even argue about
the nature of reality.
Planescape
was strong on story -- when you're writing
material dealing with the various realms
that make up the multiverse, how could
it not be? The product line encouraged
writers to take one more step, and go
farther afield than traditional medieval
fantasy. It encouraged players to do
more than just fight everything they
encountered, particularly because so
much of what they encountered was more
powerful than them. It encouraged DMs
to set up encounters where the players
really had to think, and the PCs had
to interact with others.
Editor
Ray Vallese, designer Colin McComb,
and I referred to things that were a
little weird, or a little out there,
or something that makes you think a
bit (often things that were not straightforward)
as "Planescape-y."
The movie Dark City, or the writings
of Philip K. Dick, for example, we described
as "Planescape-y."
Some
of my best writing, I think, can be
found in Planescape products.
Dead Gods, a mega-adventure dealing
with the "rebirth" of Orcus,
was one of my personal favorites. (As
an aside, I find it ironic that people
blame Planescape for the nixing
of Orcus, the changing of demons and
devils to tanar'ri and baatezu, and
things like that. That wasn't Planescape
-- that was TSR management. Planescape
was actually the setting that brought
that stuff back. Orcus didn't die in
Dead Gods: He came back. And
the first use of "demon" to
describe Chaotic Evil fiends in 2nd
Edition was in Planescape. The
designers and editors of Planescape
labored under those restrictions and
were as bothered by them as the fans.
We did what we could to deal with them
in interesting ways.)
So
why do I bring all this up? Simply to
say that it's not necessary to throw
in with one camp or another when it
comes to gaming. Dead Gods, for
example, had some of these strange aspects
but it also had a part that was a straight
homage to (sort of a "return to")
Vault of the Drow. A blending
of old and new school. The adventure
I'm working on for Malhavoc Press right
now -- The
Banewarrens -- is a similar
sort of project. Plenty of trap-filled
dungeon crawling, but also a lot of
story-based interaction with NPCs and
a weird plot with lots of twists. Old
school, new school: Whatever labels
you want to put on things, all aspects
of gaming have some fun opportunities
to offer.
If
you want to read more about Planescape,
check out Planewalker.com,
the official fan site.
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