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Planescape Campaign Setting/Books and 4 Poster Maps (Ad&d 2nd Edition)

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Title: Planescape Campaign Setting/Books and 4 Poster Maps (Ad&d 2nd Edition)
by David Zeb Cook, Robh Ruppel
ISBN: 1-56076-834-7
Publisher: Wizards of the Coast
Pub. Date: May, 1994
Format: Hardcover
Volumes: 1
List Price(USD): $30.00
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Average Customer Rating: 4.22 (18 reviews)

Customer Reviews

Rating: 5
Summary: Best AD&D campaign, ever...
Comment: "So, primer, you come from Ferun or from Krynn...well berk, you're a clueless. You can't even imagine all that awaits you behind that portal. Let me show you the dark part of it, if you step through that whirling misty door, you'll be flung to Sigil, city of doors, and the chant is: that is only a drop in the sea of the multiverse. -Thuruk Hal, Guardian of the MercyKillers"

This is what attends you buying the Planescape box set: infinite worlds, extremely original landscapes, strange "planar" way of talking and much more. If you have played the classical AD&D GreyHawk, Krynn or Forgotten Realms and at the end got kind of tired of the usual feudal dragon-slaying stuff this is what you need.

Inside the box you will find 4 maps (the only thing I didn't particularly like, cause they're not quite detailed) and 4 books which contain: 1) A guide to all the planes (Baator, Mount Celestia, Mechanus...etc), where the powers (i.e. the different pantheon gods) dwell; 2)The planar races your PC's can play (bariaurs, tieflings, githzerai) other than the normal prime races (human, elf, etc); 3)A guide to Sigil, a city that is located in the heart of the planes, known as the "city of doors" as it is full of planar portals that can zip your party from the city to whichever plane your DM wants to send you to; 4)A guide to Factions in Sigil(factions are kind of roleplaying kits that will characterize your PCs); 5)A Monster appendix regarding planar fiends and friends; 6)A couple of adventures to work out the beginning of your planar campaign; 7)A glossary regarding the strange slang planars use (words like: primer, clueless, berk, deader); 8) Thorough explanation of how the multiverse works and much more.

The best thing of this setting is that you will finally treat with what you used to see in your usual "primer" campaigns as godly or "too powerful", this will be a boost of originality for long time players and DM's. The setting is very "role playing", its not a just a normal hack'n'slash dungeon slaying campaign. "Planescape" made me go back to mastering.

"So, primer, you have 2 ways of getting your leatherhead to the planes: go through that portal or wait till somebody puts you on the dead book ...what are you going to do, berk?"

My opinion: buy the box, go through the portal!

Rating: 5
Summary: Simply the Best AD&D 2nd ed. Campaign Setting.
Comment: Planescape is easily the best campaign setting produced for the AD&D 2nd ed system.
Here's why:It introduces a vast, complex new set of worlds that the offers several hundred possible campaigns for any group of players, be they new and starting in Sigil (Planescape's home base) or hardened veterans, looking to combat the forces of evil beyond those of their home world.
If you want a gothic horror campaign, then Pandemonium, the Abyss, and Sigils streets should prove more than enough material for you.
If you want a world of chivalry and classic good vs evil, then Baator and Mount Celestia will fit your needs.
Classic hack and slash, in the Greyhawk tradition? Try the Outlands.
To put it simply... It's all here.

The major downpoints to this setting, however, come mostly in the sheer vastness of its scope--ie, in the amount of material which was produced and sold for the setting.
Although this boxed set gives the DM all the information he needs to run a PS campaign, it is rather sketchy on the planes themselves, including the creatures that inhabit the planes.
(Most of these nasties can be found in old AD&D 1st ed texts or in the Planescape MC appendices vol. 1-3.) Instead, this particular boxed set focuses more on Sigil and those things which set the Planescape world(s) apart from other gaming settings.
In order to get full information on all the planes, 3 (!) additional boxed sets are required, as well as 3 seperate soft bound books (all of which are out of print). Unfortunately, the last I heard, the Planescape MC appendices are out of print, as well.
This is a wonderful setting for your PCs if you have the time to create new worlds from a one page description (thankfully, there is enough material in Sigil to keep everyone happy, especially with the Faction War adventure--sold seperately *sigh*) or if you have the time and money to hunt down and buy these increasingly rare boxed set accessories.

Rating: 5
Summary: Unconventional Fantastic Setting
Comment: If you're a DM who's tired of the usual "killing dragons and getting treasure" type of campaign, this D&D setting might be what you're looking for. It creates a whole new view of the Planes (which are places like Heaven and Hell and Nirvana renamed) and the people who live there.

The greatest thing about Planescape is that it's very innovative. It's not like any other D&D setting out there and it was entertaining just reading this departure from the norm. I got into Planescape after playing a lot of Forgotten Realms so the change was dramatic. If you have a penchant for the unusual and imaginative, this is a great setting to buy. The second best thing about this Planescape product is the artwork. Tony DiTerlizzi does most of the art for this setting and it's all gorgeous and unique. It does a great job differentiating Planescape from the normal "everyday" fantasy settings. I have seriously considered buying art prints of some of the sketches or paintings in these books. The third best thing about this setting is that it almost makes alignment unimportant when compared to their faction (which is basically a tenet of beliefs). Evil and good will work together in the name of justice or chaos. It's an interesting concept that works well though it's best if PCs are from factions with similar interests or allying factions. And finally, this setting is nearly limitless in its possibilities if the DM is an imaginative one.

What are the bad things about this product? Well, sadly, the Planescape product line has been discontinued so don't expect any more books or adventures to be published. Also, as someone mentioned earlier, the charts for which spells work on which planes can be annoying or confusing at times. However, the DM can work against that by just changing the rules on some planes. While the "chant" (or slang) can jar ones nerves after awhile, a reader will eventually get used to it. Lastly, I absolutely detest the way they renamed the demons, devils, and angels to be less offensive.

None of these things should be enough to dissuade you that the product is a great one however. I really think that it gives a mature spin to D&D and that it's a shame it was discontinued. The campaign setting came with maps, a player's guide, two books for the DM, and many pages of creatures of the planes.

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