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Fixing Planescape
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<blockquote data-quote="Henadic Theologian" data-source="post: 9150371" data-attributes="member: 7030526"><p>Okay so once again WotC made a naughty word product, so I'm making this thread to show what I would have done to fix it.</p><p></p><p> Let's start with the factions, identifying the issues first. First problem predates this edition, philosophy and civic function often feels like they are in contradiction. Also they seem completely naval gazing and unimpressive, these are supposed to be reality changing, multiplanar organizations, but get utterly esciplsed by other Sigil institutions that use a fraction of the space.</p><p></p><p> Bleaker are utter hopeless nilhists, basically one of the worst environments I can think of for helping the mentally ill and poor. Most good churches would fill its civic role better. Fix make it more about stoicism then hopeless nilism. Allow them some brighter colours.</p><p></p><p> Transcendental Order is completely naval gazers that matter to no one and can be completely ignored.</p><p></p><p> Athar are antithiests whose primary enemy, the theistic religions of the Multiverse, especially Sigil are undetailed, and they really don't do anything either. Fix they need a pro theistic enemy faction. Switch their aligned Plane to the Outlands given its the one place that has locations that makes God's into mortals while their, where they are safe from the Gods. Give them allies among none theistic religions. Give them an actual civic job to do, say running an underground railroad for Damned Souls, helping them escape lower planes, and Divine Domains were they angered their Gods, etc...</p><p></p><p> Hands of Havok are a new faction and one of the better ones, they seem to have concrete goals and ambitions, but the element that focuses on art steps on the toes of the Society of Sensation. Also need more Planar wide ambitions, but that is true of all of the factions, and more impressive Planar safe houses.</p><p></p><p> Fated are discribed as Moguls and Warlords and vary self made seize your destiny kind of folks, which means that the fact that they are Sigil's IRS makes literally no sense, huge disconnect between philosophy and function. Fix the by replacing them at the Hall of Records with the Ring Givers, tax man just fits with the Ring Bearers philosophy. Make the Fated's new HQ the Bank, which is everything the Fated claim to be.</p><p></p><p> Doomguard supports Entropy, okay so then a threat to entropy needs to be established otherwise Doomguard aren't really needed. Maybe a major goal is the destruction of the positive energy plane and the Elemental Planes to end resources of new energy and matter, a war with the Genies could work.</p><p></p><p> To be continued.</p></blockquote><p></p>
[QUOTE="Henadic Theologian, post: 9150371, member: 7030526"] Okay so once again WotC made a naughty word product, so I'm making this thread to show what I would have done to fix it. Let's start with the factions, identifying the issues first. First problem predates this edition, philosophy and civic function often feels like they are in contradiction. Also they seem completely naval gazing and unimpressive, these are supposed to be reality changing, multiplanar organizations, but get utterly esciplsed by other Sigil institutions that use a fraction of the space. Bleaker are utter hopeless nilhists, basically one of the worst environments I can think of for helping the mentally ill and poor. Most good churches would fill its civic role better. Fix make it more about stoicism then hopeless nilism. Allow them some brighter colours. Transcendental Order is completely naval gazers that matter to no one and can be completely ignored. Athar are antithiests whose primary enemy, the theistic religions of the Multiverse, especially Sigil are undetailed, and they really don't do anything either. Fix they need a pro theistic enemy faction. Switch their aligned Plane to the Outlands given its the one place that has locations that makes God's into mortals while their, where they are safe from the Gods. Give them allies among none theistic religions. Give them an actual civic job to do, say running an underground railroad for Damned Souls, helping them escape lower planes, and Divine Domains were they angered their Gods, etc... Hands of Havok are a new faction and one of the better ones, they seem to have concrete goals and ambitions, but the element that focuses on art steps on the toes of the Society of Sensation. Also need more Planar wide ambitions, but that is true of all of the factions, and more impressive Planar safe houses. Fated are discribed as Moguls and Warlords and vary self made seize your destiny kind of folks, which means that the fact that they are Sigil's IRS makes literally no sense, huge disconnect between philosophy and function. Fix the by replacing them at the Hall of Records with the Ring Givers, tax man just fits with the Ring Bearers philosophy. Make the Fated's new HQ the Bank, which is everything the Fated claim to be. Doomguard supports Entropy, okay so then a threat to entropy needs to be established otherwise Doomguard aren't really needed. Maybe a major goal is the destruction of the positive energy plane and the Elemental Planes to end resources of new energy and matter, a war with the Genies could work. To be continued. [/QUOTE]
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