Outcomes of Planescape Adventures?

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Quickleaf
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Outcomes of Planescape Adventures?

I feel like this may have been a topic on the Planescape mailing list or Planewalker before the crash... but I've been wondering what are the outcomes of the official adventures (assuming PC success)?

The Eternal Boundary - The Illuminated pretty much cease to exist after the PCs nuke their base in the Plane of Fire (save for their leader Green Marvent who is in the Outlands).


Well of Worlds
In the Abyss
The Deva Spark
Fires of Dis
Harbinger House
Something Wild
Doors to the Unknown
The Great Modron March
Faction War
Dead Gods
Tales From the Infinite Staircase
Hellbound

KnightOfDecay
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Something Wild - The ripple

Something Wild - The ripple effect stops and after some time everything is back to normal. Malar stays imprisoned in his realm in Carceri and the Cat Lord clears her name from the accusations of the other Animal Lords. The conflict between the Verdant Guild and the Vile Hunt intensifies while the Signers reconsider their project in Signpost/Dreamhearth. Rumours start to spread about illegal activities within the ranks of the Mercykillers.

The Deva Spark - Ybdiel and Abaia merge to form a new higher being of goodness. The plans of the Nycaloth Garrish are foiled.

KnightOfDecay
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Coming back to this topic I'd

Coming back to this topic I'd be interested which impact/consequences the official adventures had on your PS campaigns / the multiverse in your campaign.
Especially the farreaching ones like Dead Gods and Squaring the Circle (Hellbound)

Simile
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Dead Gods

Last campaign I used Dead Gods in, the theme of impacts on the Prime was explored in depth. In particular the (almost incidental) death of certain deities of knowledge. Having to deal with the death of one's deity proved almost too much for some of the characters. The campaign switched track to focus on dealing with issue at a more personal level - compared to world-affecting level.

Namer
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Great Modron March wound up

Great Modron March wound up being a good source of follow-up hooks in my campaign. one of the yugoloths at the end of Sidetracked became a more fleshed out NPC and part of a longer arc. Plus the rogue kept Craggis, which has gotten him into some trouble.

KnightOfDecay
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Hah, good ol' Craggis - he's

Hah, good ol' Craggis - he's currently hanging next to the privy - poor sod.

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The campaign switched track to focus on dealing with issue at a more personal level - compared to world-affecting level.

Sounds great. One of my PCs (a priest) is just about to lose his faith and might or might not join the Athar. I hope we'll be able to play out his crisis of faith on such a personal level too.
Simile
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Personal

In order to have the death of a deity make a big impact, it has to be very personal. By that I don't just mean how it affects their faith (and potentially beliefs), but the people who make up their network of contacts, friends, and families.

The challenge is to translate something catastrophic to the world to the level of daily lives. For example, the sudden and public suicide of a beloved aging priest. Temple guards turning mercenary and ending up hunted down as brigands. Beautiful temples being converted not to evil temples but banal places of commerce or vulgar entertainment. Networks of friends, colleagues, and families unravel.

It's a slow process of mourning that should be compounded time and again with slow tragedies, sudden visceral pain, and an ache of having a void in one's life that simply will not go away.

The five stages of grief are: Denial and Isolation, Anger, Bargaining, Depression, and Acceptance.

When the characters have reached the knife-edge of despair (and had a meaningful role-play journey to reach that point), that is when the climax of the loss of a deity can start to be resolved.

Of course, this style of play is only recommended with a group that agrees to go down this path and has the resilience to see it through. YMMV. Humour used at the right time can make the journey bitter-sweet.

As a side note: In one campaign I killed off a PC in a way that the party could not avoid with the consent of the player. She died in childbirth. I believe that this character death had a bigger impact from a role-play point of view than any of the other losses in the past 5 years of gaming.

KnightOfDecay
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Great post Simile, thanks for

Great post Simile, thanks for sharing!
I always thought it might be very rewarding to play Dead Gods as a priest of Tomeri (deity of wisdom and love slain by Tenebrous).
There was a storyhour by the name "For the Love of Tomeri" over at ENWorld:

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"My daughter". A field full of small yellow flowers, children run all around playing and having fun. Serena looks around for the source of the voice, but cannot find it. The children begin to sing a beautiful and simple melody, the song is called 'For the Love of Tomeri'. The words are simple, but the heart cannot help but be moved by them. The air is full of the smell of blooming flowers as well as the sounds of children singing and laughing.

"My daughter". Suddenly the sky darkens and a vast shadow blocks out the light. Serena can still hear the children laughing and singing. There is no fear in their voices, only innocence and acceptance. Zakar growls and then begins to howl in a primal rage of anger and longing.

"Be strong my daughter". The darkness is complete and the solitary voice of hope disappears. When Serena can see again, the flowers all lie dead. There are no children and their songs are now a distant memory. Zakar is kneeling on the ground, his large body shaping with grief.

Simile
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Ah, Tomeri

Thanks for the quote KnightOfDecay. That was my campaign.

KnightOfDecay
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Chapeau!

Simmo... Simile - I should have suspected it! ;)
Well, what can I say? Awesome stuff!!!
Especially the "We Interrupt This Adventure" insertions (Bwimb, Timlin) are terrific and very inspiring.

Simile
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Back to Outcomes.

Thanks.

One adventure that I have yet to get a 'satisfactory' outcome to is Faction War. Not because it was the first part of a 3-part adventure, just that the characters feel more like spectators and the ending is almost an anti-climax. I have thought of a way to retain the existing factions, but it's a stretch... Let's see if my next campaign can play that idea out in a credible and coherent manner...

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I always liked the "anti

I always liked the "anti-climax" of Faction War. Imho it reminds even powerful PCs that there are things in existence they, or even mighty factols, can't control nor even understand.
Of course this might or might not appeal to different players. Faction War needs a long forerun of kriegstanz and building tensions to create the perception that it was inevitable and long overdue.

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I have thought of a way to retain the existing factions, but it's a stretch

One option I considered was to restore the situation before the Great Upheaval or create some kind of election (probably a vote done by my players) on which of the current factions and known sects (currently 55 existing sects in my game) should be considered one of the 15 official factions and which duty they should perform.
---------------
Ringgivers
Guardians
Verdant Guild
Order of the Planes Militant
Mathematicians
Anarch Guild
Children of the Vine
Convertites
Dispossessed
Communals
Merkhants
Opposition
Planarists
Primals
Prolongers
Brotherhood of Glory
Expansionists
Legislate
The Hunters of the Vile
Zactar
(Planewalkers Guild)
Prime Regals
Great Eye (Illuminated)
Incanterium
Tacharim
Campaigners
Plane Tenders
Forgewrights
Supressors
Tanar
Daughters of the Light
Eschaton
Order of Broken Chains
Rosebringers
Peacemakers
Cremators
Cinderformed
Etherfarers
Ishtaritu
Archonites
Spectators
Brotherhood of Belief
Brotherhood of Spheres
Chaos Engineers
Slackers
Broken Connection of Sound
Society of Pain
Society of Locked Doors
Guild of Shadows
Sanctifiers
Cabal of the Perfect Moment
Jesters
Knights of the Last Judgement
Spireclimbers
Separatists
Imbibers
Vivisectors
Revivalists
Xaoticians
Observers
Simile
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That's some line-up

That's quite a list. It's like a trip down memory lane. Imagine what the queue might be like to the Hall of Speakers if after Faction War instead of Factions being banned from Sigil... any and all factions, sects, etc are allowed to register in the run up to another Great Upheaval?

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Hmmm, but what reason could

Hmmm, but what reason could the Lady have to revert the decision she made back then? Wouldn't a return to the situation before the Great Upheaval imply that she's made a mistake? Wouldn't a second Great Upheaval be unavoidable?
I think this could be a really great twist for the Planescape setting, but from a logical perspective it simply makes more sense to banish the factions than to allow even more of them to fight for power.

On the other hand - the Unity of Rings?

Simile
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Belief must flow

Belief is the lifeblood of the Outer planes. It's what has formed them and continues to re-shape them. So the question is: what role does Sigil play in this?

How essential is it for the planes and Sigil in particular that the City of Doors acts as a hub for the flow of belief between planes?

If it's not essential, then Sigil can be run by the guilds and there could be a relative period of stability post-Faction War (FW). However, if it is essential that there are groups that have significant influence on the exchange and flow of belief (i.e. the factions & sects) - then they need to have an official or semi-official role to play in Sigil.

I would argue that Sigil needs members of belief-groups to set-up base in Sigil and influence that flow. If they could not operate openly, then the factions and sects would look to other planar cross-roads to set-up shop. I.e. in hubs on planar pathways.

What would the Outlands look like if Sigil was only a trading hub?

Factions, like razorvine, have a way of growing back regardless how hard The Lady or her servants prune them back from Sigil.

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Quote:I would argue that

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I would argue that Sigil needs members of belief-groups to set-up base in Sigil and influence that flow. If they could not operate openly, then the factions and sects would look to other planar cross-roads to set-up shop. I.e. in hubs on planar pathways.

Right. Maybe 15 different beliefs were not enough, maybe Sigil got somehow "stale". And as you said...
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Factions, like razorvine, have a way of growing back regardless how hard The Lady or her servants prune them back from Sigil.

Thus the Lady can banish the factions without loosing her face or risking a permanent lack of belief in Sigil, as the factions will come back anyway.
I guess the most interesting way would be to go with the banishment of the factions (which also revokes the 15-faction edict) but have the factions/sects return to Sigil one by one and thus restore the situation before the Great Upheaval (about 5 years after FW).
By this means the Lady weakens the status of the 15 former predominant factions, brings back the guilds as a counterbalance, gives public administration back into "neutral" hands but has a still growing influx of belief.