planescape, Dark Sun, Spelljammer conversions

Post/Author/DateTimePost
#1

gmanjkd

Nov 20, 2014 23:14:27
Hello all. It doesn't look like we will be getting 5e versions of some of the older worlds any time soon if ever. I was considering picking up a planescape box set and a few adventures. For those of you who know the setting well (I dont) how well would Planescape and its adventures translate to 5e? Thanks
#2

Emanuele_Galletto

Nov 21, 2014 4:20:34

I'm actually trying to start a Planescape game with 5E myself. Character creation hasn't been a problem, though some of my players have wanted to run exotic races (aasimar and azer to mention two of them), so there's been a lot of tinkering and handwaving. 5E is a solid system and allows for a lot of modularity and customization; my only suggestion is to start the game at level 3+, since the planes can be pretty dangerous. 

(Reply to #2)

gmanjkd

Emanuele_Galletto wrote:
#4

iserith

Nov 21, 2014 8:36:18

It wouldn't be hard to convert Planescape or the rest of the settings, outside of fiddly bits like Spelljammer ship-to-ship battles or Birthright domain management. It's really about nailing down the tone and feel of the setting and communicating that to the players.

 

The issue is with the adventure design. Almost without fail, adventures of the mid-to-late 80s and early 90s are the worst sort of drek you can imagine. While many of them are quite flavorful, they are packed full of the sort of DM advice and game structure that you'd be smart to avoid. So take what ideas you can from them, but don't duplicate them wholesale would be my advice.

 

I own all the Planescape books. I think that the core would be the Planescape Boxed Set, In the Cage: A Guide to Sigil, and The Factol's Manifesto. Following that would be Planes of Law, Planes of Chaos, Planes of Conflict, and Hellbound: The Blood War. As far as adventures go, The Great Modron March followed by Dead Gods is a decent choice, keeping the above caveat about poor adventure design in mind.

 

A great deal of information about these settings is available in fan pages and wiki's on the internets. So you only need a core bit of books then the rest you can reference online.

(Reply to #4)

gmanjkd

iserith wrote:
#6

Ashrym

Nov 21, 2014 13:14:15

 

The cosmology article included reference to sigil, dragonlance, dark sun, birthright, and mystara. I was.under the impression we would be seeing more information in the DMG to help with conversion, and would be surprised if we didn't have conversion guides relatively quickly.

(Reply to #6)

gmanjkd

Ashrym wrote:
#8

Amaniliztecuhtli

Nov 21, 2014 14:30:39

As much as I would love the conveniance of conversion guides.  I think I am more than happy to pull from my compatriots here on the forums and let WotC focus on core complete core content that anyone and everyone can use.

 

That being said, I am a huge Dark Sun fan and can see some very fun applications in store for 5E.

(Reply to #8)

gmanjkd

Amaniliztecuhtli wrote:
#10

Emanuele_Galletto

Nov 22, 2014 7:56:14

Just as Iserith said, you generally want to steer clear of official adventure modules, maybe cherry-picking cool ideas here and there. As an example, in my game I'll incorporate the rebirth of Orcus from Dead Gods... but also some of Chris Perkins' The Lich Queen's Beloved... and a lot of Doctor Who inspiration. With some Guardians of the Galaxy humour, too. So really, the best you can do for Planescape, in my opinion, is getting the most out of its innate variety and (sometimes) silliness, mixing Neil Gaiman and Terry Pratchett with classic D&D tropes.