The Dungeon Master's Guide 2 also contains 'A Conspiracy of Doors', the first Sigil adventure to see print in many years". The factions that caused much of the conflict in Planescape are now gone. There's not much new here for old-time fans of Planescape, but there was one big change as a result of Faction War (1998). Appelcline highlighted that it was the 4th Edition Dungeon Master's Guide 2 which "saw the return of the fan-favorite setting of Sigil" which "was laid out as a full paragon-level setting. Shannon Appelcline, author of Designers & Dragons, commented that while Sigil "had been largely ignored during the 3e era", it "was faring better in 4e, despite the large-scale restructuring of D&D's cosmology" due to small inclusions in the Dungeon Master's Guide (2008) and Manual of the Planes. Sigil is described in the 4th edition Manual of the Planes (2008) and expanded upon in Dungeon Master's Guide 2 (2009). The 3rd Edition Manual of the Planes (2001), the 3.5 Edition Dungeon Master's Guide (2003), and the Planar Handbook (2004) also used the general layout of the planes and some of the details from the setting, including Sigil, but these are not part of the Planescape line. Upon the release of 3rd Edition, Planescape, along with most other settings, were discontinued, although fan sites such as were allowed to continue to use the material and update it to the new edition. ![]() The setting also had a small number of novels. From 1994 to 1998, " Planescape was a major setting" for Dungeons & Dragons. Smith), the Planes of Law (by Colin McComb and Baur), and the Planes of Conflict (by McComb and Dale Donovan). The campaign setting was followed by a series of expansions detailing the Planes of Chaos (by Wolfgang Baur and Lester W. The Planescape Campaign Setting was released, for AD&D 2nd Edition, in April 1994. We all liked her so much that she became our logo. I'm very fond of the Lady of Pain she really locks up the Planescape look. "Before any of us knew it, drew the Lady of Pain. ![]() Ĭook conceived of the look for the setting from images such as "the gloomy prisons of Piranesi's Le Carceri etchings, and Brian Froud's illustrations and surrealist art", and Dana Knutson was assigned to draw whatever Cook wanted. Cook decided to adapt the Manual of the Planes because the older material made survival on the planes too difficult or complex he ignored anything that complicated gameplay, which left the "descriptions of twisted and strange creations". He also felt that Sigil came about because it was natural, because the planes needed a crossroads, and that the campaign needs a center which could be both a place for adventure and a place to hide, where characters could get to and from it quickly. Ĭook came up with the idea that everything would revolve around factions, and that those factions would be ideas taken to the extreme. For inspiration, Cook listened to Pere Ubu, Philip Glass and Alexander Nevsky, read The Dictionary of the Khazars, Einstein's Dreams, and The Narrow Road to the Deep North, and for fun at "Bad Movie Nights", watched such films as Naked Lunch and Wolf Devil Woman. ĭavid "Zeb" Cook developed Planescape when he was assigned to create "a complete campaign world (not just a place to visit), survivable by low-level characters, as compatible with the old Manual of the Planes as possible, filled with a feeling of vastness without overwhelming the referee, distinct from all other TSR campaigns, free of the words "demon" and "devil" and explainable to Marketing in 25 words or less". However, fan demand for a 2nd Edition Manual of the Planes was strong enough to justify its expansion into a full-fledged campaign setting, and so in 1994 Planescape was released. When Advanced Dungeons & Dragons 2nd edition was published, a decision was made not to include angelic or demonic creatures, and so the cosmology was largely ignored. Planescape is an expansion of ideas presented in the Advanced Dungeons & Dragons Dungeon Master's Guide (First Edition) and the original Manual of the Planes. This includes many of the other Dungeons & Dragons worlds, linking them via inter-dimensional magical portals. It crosses numerous planes of existence, encompassing an entire cosmology called the Great Wheel, as developed previously in the 1987 Manual of the Planes by Jeff Grubb. Planescape is a campaign setting for the Dungeons & Dragons fantasy role-playing game, designed by Zeb Cook, and published in 1994. For the video game adaptation, see Planescape: Torment.
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