The Great Modron March [Archive] - Wizards Community

Post/Author/DateTimePost
balard

07-16-07, 11:02 PM
I just bought the module in the most fortunete event ever im my year of gamming*, now i want to run it for my players(doesn't matter if they are in eberron, i really like the ideia of just one cosmology).

The thing is its the only product i own from Planescape is TGMM. I really loved the setting from years but my first real contact with it was via 3rd Ed, that i have all books that deal with the Great Wheel, and the nice netbook from planeswalker.com

The adventure is cool, and i plan to run Dead Gods after it. But TGMM is full of "holes" that the adventures are suposed to be doing other stuff, and i just know planescape post FW.

So i come before you to some tips in running it with 3.5 rules BUT with the timeline pre-FW.

Any leads?
Deacon Liadon

07-17-07, 08:03 AM
Well, first of all, the factions will be playing a much greater role than they would be in a post faction war setting. Their presence will be much more noticable. Remove the Mind's Eye faction and replace it with the Sign of One and the Believers of the Source. The Sodkillers and Sons of Mercy join to form the Sodkillers, effectively an amalgamation of the ideals of each. Oh, and the Ring-Givers aren't a faction.

Out on the planes it matters slightly less wether it's post or pre faction war, though the gate-towns will still have a fairly large faction presence no matter what. Just remember that the Kriegstanz is still hapopening and power plays between factions are common. Everyone is looking to get one over on everyone else.