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Planescape torment factions
Planescape torment factions






Solution: Play up the "goth Buddhist" aspect of the faction and focus on their inhuman serenity and zen. Problem: Cool, but only appealing to crazy people and the clinically depressed. They love peace so much, they're willing to kill for it. They've also opposed plenty of measures that might have cut down and reformed Sigil's bureaucratic tangle of red tape. The hideous Opera House in the Lady's Ward has stood as is for a century in spite of local protest because of the Doomguard's insistence on preserving it as-is, orange lacquer and all. They're infamous in Sigil for opposing any attempt to destroy, end, or alter anything. The new Doomguard is made up primarily of high-Int types like spellcasters with a smattering of other sorts, and they want to preserve the status-quo, encourage making stuff, and prevent any sort of violence or decay. Replace it with a group of the same name, dedicated to fighting entropy. I mean, seriously, they want to destroy the universe! There are words for people like that. Problem: Everyone in this faction is crazy and/or extremely stupid. Drop Factol Lhar in favor of someone interesting. Solution: Find more elegant mechanics for madness. Drop Factol Ambar, because he is passive even though cool. The One who imagines the multiverse is thus an emergent phenomenon, which you, the Signer, are becoming. We can keep the Sign of One name and all their philosophy, but add in the Godsmen belief in reincarnation. Solution: Fold the Godsmen into the Sign of One, just like what happened at the end of Faction War. It's an easy way to join a faction without having to believe anything to difficult.

planescape torment factions

Problem: The Godsmen are cool, but what does the faction actually do? In general, the Godsman philosophy doesn't seem to motivate people to do much beyond "attempt to meet the challenges the multiverse gives you," which adventurous types were going to do anyway. Keep Factol Terrance, because he is cool. It's also what most non-members remember them as (so they keep their terrible reputation), which annoys most faction members. In this model, denying the gods isn't the Athar's raison d'etre, it's just their biggest project. They dislike lies of all sorts, and the claim of the gods to be the source of all things is the biggest lie of all.

planescape torment factions

Solution: Make the Athar believers in objective Truth. They need something more to contribute than just making their saving throw to disbelieve vs. Problem: The Athar are a cool group, but they have an agenda, not a philosophy. I mean, the Anarchists aren't even a faction, so why count them? It's simpler to just drop the number to allow for more minor groups and to let statistics keep populations leveled out.

planescape torment factions

And I can think of two groups that are so similar that they might as well get rolled into one.īehold my solutions! First, I think the 15-faction hard limit needs to be more fluid, so that there isn't really a definition of which factions are "official" and which are not.

#Planescape torment factions Pc#

A few others are cool but don't seem to actually do very much outside of the PC members and their actions. Some are just so out-there that it's hard to imagine sane or sympathetic characters as members. But several of them could use some work to make them more useful in play (I think). The factions are important to Planescape, and I think most of them are fairly cool. Hi! I've decided to place this in Roleplaying Open since it doesn't involve the d20 rules, and also to further my agenda of recruiting people to help convert Planescape to new systems (such as Burning Wheel).






Planescape torment factions