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Topic: Planescape


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In the News (Tue 1 Dec 09)

  
  Planescape - Wikipedia, the free encyclopedia
Planescape, as its name suggests, comprises numerous planes of existence.
Planescape is an expansion of ideas presented in the Advanced Dungeons and Dragons Dungeon Master's Guide (First Edition) and the original Manual of the Planes.
When Advanced Dungeons and Dragons 2nd edition was published, a decision was made not to include angelic or demonic creatures, and so the cosmology was largely ignored, being replaced (to a certain degree) by the Spelljammer setting.
en.wikipedia.org /wiki/Planescape   (2342 words)

  
 Planescape: Torment - Wikipedia, the free encyclopedia
Planescape: Torment is a computer role-playing game (CRPG) which takes place in the Advanced Dungeons and Dragons Planescape campaign setting, released in 1999.
Planescape: Torment differs from similar CRPGs like those in the Baldur's Gate series by placing an emphasis on conversation and storyline, as opposed to an emphasis on combat.
Planescape: Torment was the opposite, and the interface didn't lend itself as well to the screens and screens of text.
en.wikipedia.org /wiki/Planescape:_Torment   (3935 words)

  
 Welcome to the GameVortex   (Site not responding. Last check: 2007-11-07)
After reading through the Planescape material, it became apparent that while the setting used the AD&D rules, the setting itself was more relaxed in terms of what was permissible and what wasn't — given that the Planescape was an infinity of infinities, anything was possible, so that affected the types of characters I created.
Planescape is officially dead in the eyes of TSR (erm, Wizards of the Coast, erm, Hasbro).
Planescape is all about major non-player characters with no stats, such as the Lady of Pain Herself (erm, herself, don't want to get flayed) and the multitude of gods and goddesses spread across the realms.
www.gamevortex.com /gamevortex/n_pst_interview.html   (1861 words)

  
 Encyclopedia: Planescape
Planescape: Torment differs from similar RPGs like the Baldur's Gate series by a heavy emphasis on conversation and story-line, thus decreasing the importance of combat.
Planescape: Torment differs from similar CRPGs like those in the Baldur's Gate series by a heavy emphasis on conversation and storyline, thus decreasing the importance of combat.
These two plots devices carry the player throughout the rich Planescape setting, which is filled with people, objects, and oddities from different planes all across the multiverse.
www.nationmaster.com /encyclopedia/Planescape   (212 words)

  
 Planescape: Torment - Wikipedia, the free encyclopedia   (Site not responding. Last check: 2007-11-07)
Planescape: Torment is a computer role-playing game (CRPG) that takes place in the Advanced Dungeons and Dragons Planescape setting.
Planescape: Torment differs from similar CRPGs like those in the Baldur's Gate series by a heavy emphasis on conversation and storyline, thus decreasing the importance of combat - arguably to the detriment of its acceptance by gamers (see Trivia).
Planescape: Torment is notable for the amount of dialogue (in text form) which it contains.
oakpark.us /project/wikipedia/index.php/Planescape:_Torment   (680 words)

  
 GameOver - Planescape: Torment (c) Interplay   (Site not responding. Last check: 2007-11-07)
Planescape: Torment is set (perhaps, unexpectedly) in the Planescape realm of the Advanced Dungeons and Dragons universe.
What differs the Planescape realm from the more traditional ones are the themes dealt with — the realm is based around the "Belief is power" concept — and that which you believe in shapes that which you do.
It is ruled by the Lady of Pain, a being most quiet and deadly, one that is feared and behooved at the same time, for her deadly swiftness of dealing death and maintaining order in the city of Sigil.
www.game-over.net /review/jan2000/torment   (1947 words)

  
 Game Studies - Play Dead: Genre and Affect in Silent Hill and Planescape Torment
Planescape Torment is an exploratory, fantasy RPG with themes of lost memory and fragmented histories.
Planescape Torment is more dynamic and less static than Silent Hill because of its greater number of goals and quests, and the fact that only some of them are compulsory, as well as due to the complexity of the teams' inventory, mutating avatars and all the possible dialogue options.
Planescape Torment aims to provide its players with a sense that they are excavating a history (the avatar's forgotten past) while exploring, more or less at will, a vast and bizarre invention.
www.gamestudies.org /0301/carr   (5114 words)

  
 Gamasutra - Features - The Designer's Notebook - "Death (and Planescape: Torment)" [05.19.00]
Although all these mechanisms are implemented in Planescape: Torment, the nature of the game seems to demand less tedious bookkeeping on the part of the player.
Planescape is blessedly free of these stereotypes - I've played for several hours now and there's not an elf or dwarf in sight, nor, for that matter, a forest.
The Planescape universe is far from new - according to a fan site I found, TSR first developed it in 1994, so it won't need any introduction to dedicated role-playing fans.
www.gamasutra.com /features/designers_notebook/20000519   (1786 words)

  
 Featuring Planescape Torment Review at ActionTrip
In the center of Planescape there is mysterious city of Sigil ruled by a strange deity — The Lady of Pain.
The main characteristics of each RPG system are the classes that determine what the character will be; for instance: wizard, thief, clericÂ… Planescape does not allow that sort of specialization of your character at the beginning of the game (you are automatically set to warrior class).
Planescape: Torment proves that it is possible to make an inventive, fun and refreshing game in this “sea of clones”.
www.actiontrip.com /reviews/planescapetorment.phtml   (1473 words)

  
 Planescape: Torment Preview
Planescape does have some minor tweaks to the engine from the one in Baldur's Gate, but the setting is the main aspect which sets itself apart from its predecessor.
Planescape is a whole different world than the one that Baldur's Gate was set in.
The focal point of the action in Planescape is the city of Sigil, which represents the center of all planes, or dimensions in this universe.
firingsquad.com /games/planescapepreview   (350 words)

  
 The Escapist - Planescape: Torment
Planescape: Torment was doomed to be a cult classic.
Planescape's ideas on character development and storytelling are still bold and exciting - and today's mainstream hack-and-slash adventures could still take lessons from it.
The strangest, and one of the least successful RPGs from Black Isle (the company that brought you the Icewind Dale series), Planescape: Torment, which was released in 1999, took a risk by using the alternate Dungeons and Dragons campaign of Planescape, a not-really-fantasy, not-really-futuristic world that's mostly defined as unstable and bizarre.
www.escapistmagazine.com /issue/7/19   (134 words)

  
 On The Wings of Mephits -- A Net Planescape Site
PLANESCAPE is, in mine and many others' opinions, the best setting for AD&D. And, as a 15+ year veteran of role-playing games, I like to think we know what we're talking about.
But, if you are still a Planescape fan, and are wondering how to continue the setting under the new rules, there might be some good ideas for you here.
In addition to the various Things (Magical and Not), there are also rumored to be hidden some of the very Rules of Planescape that the Guvners have long sought.
www.deathstar.org /~krlipka/ps   (1586 words)

  
 IGN: Planescape: Torment Review
The end result is a game that has the playability of Baldur's Gate (which is no surprise, it uses the BG engine after all), the story and character depth of Fallout and Fallout 2 and an adventure that doesn't fall prey to the predictability that plagues so many games of the traditional fantasy genre.
Planescape is a tough universe and nosy people who go around asking too many questions are very likely to find themselves in a fight.
The real reason I thought that no one would ever be able to truly recreate the Planescape universe was the sheer number of different models that they would have to create to show off all the different types of beings you would be able to interact with.
pc.ign.com /articles/159/159939p1.html   (2547 words)

  
 Planescape: Torment for PC Review - PC Planescape: Torment Review   (Site not responding. Last check: 2007-11-07)
It's set in the complex and interesting Advanced Dungeons and Dragons universe of Planescape, which is a patchwork of wildly different dimensions surrounding a sprawling city that connects them together.
Torment abandons the high-fantasy styling of most RPGs and instead uses the Planescape license's unique interpretation of familiar fantasy archetypes, which lends the game a wholly original appearance that defies expectations for fantasy and science fiction artwork.
That's because it's a great-looking game that's lengthy but never boring, and it begs to be played through more than once, just as its unique hero and his story promise not to be forgotten.
www.gamespot.com /pc/rpg/planescapetorment/review.html   (1311 words)

  
 AVault | PC | Planescape: Torment Review   (Site not responding. Last check: 2007-11-07)
To my knowledge, no one had ever developed a computer role-playing game set in the Planescape realm, and considering the scope behind such an effort, I was certain it was doomed to fail.
One of the unwritten rules of the pen and paper sect is that to have a successful campaign based in Planescape, your party and dungeon master have to be either highly experienced or very naive.
A lot of newbies are attracted to the realm of gods and gateways, and due to Planescape's built-in complexities and general weirdness, most games played by non-experts fail horribly.
www.avault.com /reviews/review_temp.asp?game=planescape   (795 words)

  
 Sorcerer's Place - Planescape: Torment Tips, Tricks & Hints
Planescape: Torment had a rather more brief manual, which lacked - among other things - a decent magic list.
A list of all of the unimplemented Planescape: Torment stuff that is not accessible in the game, but can be found in the game files - dialogs, items and images.
It is a must read for all Planescape enthusiasts since it is a shining example of quality storytelling.
www.sorcerers.net /Games/Torment/index_tips.php   (1019 words)

  
 Destroy All Monsters - Monte Cook on Planescape
t the heart of the Planescape universe (both literally and figuratively) is the city of Sigil, a sort of Casablanca of the Planes.
Ironically however, the Planescape setting is now being phased out by Wizards of the Coast/TSR with the impending release of 3rd Edition Dungeons and Dragons, which promises to revolutionize the game we all know and love.
Planescape seems to have taken these ideas and really run with them, offering players the chance to meet the diety of their choice face-to-face.
www.angelfire.com /oh3/destroy/monte.html   (1223 words)

  
 GURPS Planescape
Planescape is a campaign setting that was published by TSR (and later Wizards of the Coast) for 2nd edition ADandD between 1994 and 1999.
As mentioned above, Planescape is more than just the collection of all the planes: it is as setting that had its own tone, unifying themes, important characters, and so forth.
The Planescape setting is mostly TL3 in GURPS terms, although there are some elements from TL's 0-2 and a fair contribution from TL4 (though not firearms).
www.sonic.net /~rknop/Omar/planescape/gurps   (1818 words)

  
 Planescape - RPGnet Forums
I think any similarity in tone/attitude between Planescape and the World of Darkness is more of a reflect of their time, rather than the former intended to be a DandD/fantasy analogue of the latter.
But, I could be entirely wrong, and the designers of Planescape could have been trying for a market niche that they felt hadn't been exploited by TSR at the time.
Yes, Planescape was much more 'shades of grey' than anything that TSR/DandD had tried at that point (with the big, honkin' exception of Dark Sun) but the overall tone was more pragmatic than cynical.
forum.rpg.net /showthread.php?t=7911   (1805 words)

  
 Four Fat Chicks -- Planescape Torment Review
It's not the only question you'll confront while wandering the streets, alleys, halls and crypts of this game, but it's the central one, the big kahuna, and there is a scene later on where you will be forced to answer it.
Your good/bad alignment is set to neutral at the beginning and, depending on your responses and reactions, shifts toward the light or the dark.
Planescape Torment accomplishes all this and more, capturing the player's heart and intellect, taking him on a long, fraught journey through one of the most unique settings I've experienced in any medium and wrapping it up in a stunning, jaw-dropping finale.
fourfatchicks.com /Reviews/Planescape/Torment.shtml   (4086 words)

  
 Reshaping the Multiverse: Li Po's ideas for "Planescape" campaigns
The "Planescape" campaign promised player characters would watch their beliefs change the nature of the multiverse.
It seems right that the beliefs of "Planescape" player characters would have extraordinary power, and reshape reality more than do the beliefs of their NPC counterparts.
Planescape Rules were developed by Wojciech Kozlowski for third edition.
www.pathguy.com /planesca.htm   (3537 words)

  
 Planescape, epic, and D&D - RPGnet Forums
And Planescape is too damn big for any epic to be seen as too much serious.
I think Planescape can be epic in scale - but the effects of PC actions are limited in scope.
In Planescape, though, there's always something waiting on the other side of a portal that can beat you down...
forum.rpg.net /showthread.php?t=46663   (663 words)

  
 Planescape Torment + SoulBringer Double Pack PC CD-ROM Games Warehouse Australia
The city of Sigil is the central fixture of the Planescape multiverse.
It is neutral ground and watering hole for races and creatures from across the multiverse, all under the watchful eye of the Lady of Pain, the enigmatic ruler of the city.
In the Planescape multiverse, belief has the power to reshape worlds, kill and resurrect beings, and change the laws of physics.
www.gameswarehouse.com.au /longpage.asp?gameid=10841   (465 words)

  
 How is Planescape? - GameBanshee Forums   (Site not responding. Last check: 2007-11-07)
Planescape is absolutely the best setting in ADandD history (of course I'm biased).
Planescape is the "setting behind the scenes" of every other setting.
But Planescape is an interesting mix of *all* the settings.
www.gamebanshee.com /forums/showthread.php?p=702433   (960 words)

  
 PSLore   (Site not responding. Last check: 2007-11-07)
New Planescape Official Material - as this material comes out, most of the material below will be updated or point to this new official and free material!
This chapter introduces players to the 17 standard Planescape races, and deals with as well home planes, monstrous races, prestige races, languages, and character regions.
This campaign will be using the cosmology described in the 2nd Edition Planescape setting as modified by the Manual of the Planes and further enhanced here on these pages with much of the contributions of spells, skills and feats coming from the Planewaker website.
www.nightwasp.com /daggerdale/pslore.htm   (273 words)

  
 Planescape: The Outer Planes
TSR Hobbies' "Planescape" campaign milieu focuses on ideals, ideologies, and living well rather than on bloodshed and magic.
"Planescape" develops the other-worlds theme to show the appeal of kindness and love, and the ugliness of hate, greed, and cruelty.
A good "Planescape" gaming session will unfold much as a good college bull session, in which young people examine various beliefs and attitudes in a setting of friendship and trust.
www.pathguy.com /planes.htm   (7369 words)

  
 CoPaP :: View topic - Implementing Planescape Faction Abilities?   (Site not responding. Last check: 2007-11-07)
Anyone who has read the Planescape Campaign setting realises how important these factions are, they are one of the defining attributes of a character or NPC, along with race, class, ect.
But the Planescape worlds would need to get together and decide which abilities would go with each faction, and then implement the scripts that give out those abilities.
Some I'd suggest: the Dustman's Dead Pact - In Planescape, this represents their close association with undead, and makes undead not attack the Dustman as long as the Dustman does not attack, or aid a creature to harm the undead.
www.copap.org /viewtopic.php?p=9010   (2770 words)

  
 Planewalker.com
This is the official website of the Planescape game, originally by TSR and now in hibernation in the hallowed corridors of Wizards of the Coast.
If you're new to Planescape, some of the terms may be unfamiliar, but you'll quickly catch the dark of it.
Planescape, Dungeons and Dragons, their logos, Wizards of the Coast, and the Wizards of the Coast logo are ©2006, Wizards of the Coast, a subsidiary of Hasbro Inc. and used with permission.
www.planewalker.com /index.php?secID=14&subID=15   (500 words)

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