I am writing a Planescape mega-adventure for 5th edition, that can be used as both a complete campaign and as modular planar adventure sites. I'm not sure how it will be published yet, still a work-in-progress.
For anyone joining the thread, the premise is that the Codex of the Infinite Planes has reemerged, and a bunch of secret societies are trying to get their hands on it. The characters face a planes-spanning conspiracy that has fractured the boundaries between the planes, pitting them against fiends, power-mad mages, the Unseelie Court, dead gods, elder entities, and the shattered remnants of Tzunk. The ultimate prize: The Codex. But death is the kindest of ill fates awaiting those who would brave its damned pages.
Currently I'm aiming for the following finished products:
- A 288-page Mega-Adventure for levels 1-20
- An online Player's Companion with new races (bariaur, githzerai, rogue modron), new spells, and faction write-ups
- An online DM's Supplement with odds & ends that either didn't fit in the mega-adventure, are needed to run the adventure for a DM who doesn't own the MM / DM, or just seem helpful but optional
Infinite Planes Player's Companion
Codex of the Infinite Planes
Player's Guide to Planescape, 5e
You can find my original post in spoilers below...
I've been thinking about running a Planescape game with 5th edition rules, about how I'd convert things...
EDIT: You can find my conversion effort to date over here: http://www.enworld.org/forum/showthread.php?356650-Planescape-Fantasy-Taken-to-the-Edge-(5e-conversion) So far it includes several planar races, guidelines for magic conditions on the planes, and comprehensive coverage of the factions.
EDIT: Turns out I am not the only one! Here is a great conversion of Planescape races/factions by Jacob Driscoll: http://daedaluswing.wikidot.com/start He writes up several planar races, factions as backgrounds, new class options, and has some great thoughts on Planescape campaigning.
I recall a 2012 RPG Codex interview with Monte Cook, where he said:
"Faction War was never meant to be the end of PS. There was supposed to be a follow-up adventure/sourcebook that rebuilt things. But the line was cancelled before it could come out. A real shame."
I know there was and is controversy about Faction War, but this quote really put it into perspective for me. Maybe tweaking the factions to make them more playable at the table is a good thing...Faction War provides a story reason to explain the change. For example, having the Mercykillers reform as Sons of Mercy makes them more friendly to a party that includes your typical rogue, and provides plot hooks about redeeming bad guys rather than killing them. Personally, I'm inclined to really change the Fated, since they always struck me as an excuse to power game and play evil characters...maybe they could be remade as the Fateless (Fatemakers, Cheaters) who oppose predestination, believe everyone can make their own happy ending, and focus on cheating prophecies, sabotaging oracles, rescuing those "fated" to a bad ending, etc.
What about you? What would you change up? New factions you would add? Or ideas for converting to 5e?