Sample File Sample File CREDITS

Total Page:16

File Type:pdf, Size:1020Kb

Sample File Sample File CREDITS Sample file Sample file CREDITS Writer/Designer Monte Cook Rule Developers Monte Cook and Sean K. Reynolds Additional Writing Shanna Germain Lead Editor Shanna Germain Editor Ray Vallese Proofreader Michele Carter Cover Designer and Lead Artist Kieran Yanner Graphic Designer Sarah Robinson Artists Samuel Araya, Helge Balzer, Mark Buhalo, Chrom, Florian Devos, Sara Diesel, Dreamstime.com, Jason Engle, Kali Fitzgerald, Guido Kuip, Eric Lofgren, Patrick McEvoy, Jeremy McHugh, Brynn Metheny, Michael Perry, Roberto Pitturru/Fabio Passamonti, Scott Purdy, Lee Smith, Matt Stawicki, Mark Tarrisse, Keith Thompson, Prosper Tipaldi, Cory Trego-Erdner, Shane Tyree, Bear Weiter, Adrian Wilkins, Kieran Yanner Cartographer Christopher West Alpha Playtesters Shanna Germain, Ray Vallese, Colin McComb, James Bell, Erik Mona, Danica King, Sean Reynolds, Stan!, Hyrum Savage Dedicated to JD Sparks (Jay Peterson), who journeyed with me all through the lead-up to Numenera, helping to form my view on science fiction, fantasy, and everything that is cool about wild and wonderful ideas. Sample file © 2013 Monte Cook Games, LLC NUMENERA and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. Printed in Canada. TABLE OF CONTENTS 1 2 3 4 NEW WORLD, NEW GAME PART 6: THE NUMENERA 275 Dreaming of the Future 4 Chapter 17: Technology 276 The Amber Monolith 6 Chapter 18: Cyphers 278 Chapter 19: Artifacts 298 PART 1: GETTING STARTED 11 Chapter 20: Oddities & Discoveries 314 Chapter 1: Welcome to the Ninth World 12 Chapter 2: How to Play Numenera 15 PART 7: RUNNING THE GAME 319 Chapter 21: Using the Rules 320 PART 2: CHARACTERS 19 Chapter 22: Building a Story 340 Chapter 3: Creating Your Character 20 Chapter 23: Realizing the Ninth World 354 Chapter 4: Character Type 26 Chapter 5: Character Descriptor 47 PART 8: ADVENTURES 365 Chapter 6: Character Focus 52 Chapter 24: Adventures Overview 366 Chapter 7: Equipment 77 Chapter 25: The Beale of Boregal 367 Chapter 26: Seedship 379 PART 3: PLAYING THE GAME 83 Chapter 27: The Hidden Price 385 Chapter 8: Rules of the Game 84 Chapter 28: Three Sanctums 390 Chapter 9: Optional Rules Sample113 file PART 9: BACK MATTER 399 PART 4: THE SETTING 129 Appendix A: Character Creation Walkthrough 400 Chapter 10: Living in the Ninth World 130 Appendix B: Bibliography and Resources 402 Chapter 11: The Steadfast 136 Appendix C: Kickstarter Backers 403 Chapter 12: The Beyond 174 Glossary 411 Chapter 13: Beyond the Beyond 213 Index 412 Chapter 14: Organizations 222 Numenera Character Sheet 414 PART 5: CREATURES & CHARACTERS 227 Chapter 15: Creatures 228 Chapter 16: Non-Player Characters 269 5 6 7 8 9 3 Any sufficiently advanced technology is indistinguishable from magic. ~Sir Arthur C. Clarke DREAMING OF THE FUTURE ’m a dreamer. I’ve had a lot of dreams. But for twenty years, two dreams of mine have stuck with me, no matter what else I was doing or what I was working on. Projects came and went, but these two dreams Ialways hovered in the background. The first was a roleplaying game system where players got to decide how much effort they wanted to put into any given action, and that decision would help determine whether their action would succeed or fail. This would be a simple but elegant system where sustained damage and physical exertion drew from the same resource (so as you became wounded, you could do less, and as you became exhausted, you were easier to take down). Where your willpower and your mentalSample “power points” were file the same thing, and as you drew on your mental resources, your ability to stave off mental attacks waned. And where it was all so integrated into the character that it was easy to process and keep track of. But most of all, I dreamed of a game system that was designed from the ground up to be played the way people actually played games, and to be run the way that game masters really ran them. The second dream that stuck with me was a world that fused science fiction and fantasy, but not in the usual mixed-genre sort of way. Instead, it was a place that felt like fantasy but was actually science fiction. Or perhaps it felt like science fiction but was actually fantasy. Could I achieve both at once? The well-known quote from Sir Arthur C. Clarke that “any sufficiently advanced technology is indistinguishable from magic” seemed to lie at the heart of this concept. In my mind, I envisioned strangely garbed priests chanting well-rehearsed prayers and invocations, using sacred instruments and making precise gestures, but then we realize that the instruments are technological in nature, and some of the gestures are actually fingers playing over buttons or sections of a touchscreen.... But that was all twenty years ago. Time passed. I worked on hundreds of projects for different companies—including my own. I never completely forgot about those ideas, but they mostly faded away into the recesses of my mind. Then, I was lying in bed one night about a year ago, and in my mind’s eye I saw two figures pulling tattered cloaks around themselves to ward off the chill as they walked. The two trudged across a grey landscape, wary with each step. And as this scene receded, I saw that the terrain they crossed was a massive gear, and the landscape was in fact an unbelievably huge and ancient machine. The key to this scene, I realized, was that the figures were in no way part of this terrain—perhaps they didn’t even understand the concept of the machine—but they were accustomed to it. It was a part of the world they lived in as much as mountains, rivers, and forests are a part of ours. All at once, I knew that it was time to create this game and this setting that had been brewing in my consciousness for twenty years. It was time to create NUMENERA™. At the time of this writing, I have worked as a professional game designer for twenty-five years. I’ve written articles, adventures, sourcebooks, and roleplaying game settings (along with short stories, novels, scripts, and comic books). 4 DREAMING OF THE FUTURE I’ve designed or co-designed four roleplaying games based on earlier versions of other games, designed a miniatures ACKNOWLEDGMENTS game, and worked on a few computer games, card games, and other miscellaneous projects. But I had never During the making of designed a roleplaying game all on my own, from the ground up, based entirely on a setting of my own creation. this book, we received I had always wanted to. The games I worked on are all things I’m very proud of, but none expressed exactly how I invaluable assistance— wanted to play an RPG. It seemed like it was time to give it a shot: to try to put down on paper what I’d been doing in directly or indirectly—from the games I ran for so long. I’ve never been a GM who relied heavily on rules. Instead, I tried to focus more on story, the following people, places, fun, and gameplay. Even when I ran a game with a rather rigid ruleset, I would add in new elements so that there and things: would be spells or creatures or player resources or something that was more mysterious or more flexible to give the Brazilian Game Fans story a little breathing room. To allow both the players and me to be creative rather than always rigidly defined. Borderlands 2 To create a new setting to go with these rules, it would have to fit the sensibilities of the narrative system I Bill Cavalier was creating. Since the rules were more about story, mood, and ideas than about rigid definitions, the world Paul Chapman had to be that way, too. It had to be a world of weird mysteries and intriguing questions. Sir Arthur C. Clarke The traditional ways of presenting RPG setting material made it difficult because they were also usually Eric Coates Florence and the Machine fairly rigid—closed and defined rather than open-ended and mysterious. And understandably so. RPG setting Fringe design is all about giving a GM the information she needs to run a game, and that can be a lot of information. Glasya I knew I could do this new setting justice thanks to two things. Grizzly Bear The first was a product line I worked on a long time ago called Planescape®. It was a setting full of mystery. It never Ken and Marilyn Harrison allowed itself to be pinned down. Planescape was weird and wild and imaginative. It was a setting about mood and Scott Holden Kickstarter ideas and amazing vistas more than it was about nailing down every little detail. It experimented with narrative voice Ryan Klemm and different kinds of presentation that stressed story, emotion, and flavor. So I knew it could be done. Iced Soy Mochas The second was a product I worked very hard on a few years back called Ptolus. Ptolus was a d20 setting, but it inXile Entertainment abandoned most of the traditional RPG approaches to presenting setting material. Instead, it took inspiration from Jewel Box Café travel guides and nonfiction books. With Ptolus, I learned that there were ways to present information to GMs and Two MacBook Airs players that made their lives easier and their games more fun. With that kind of presentation—informative and yet One MacBook Pro Two iPhones flavorful thanks to its art-heavy and visual nature—I could take a Planescape narrative approach and still make a One iPad very usable product.
Recommended publications
  • MAY 19Th 2018
    5z May 19th We love you, Archivist! MAY 19th 2018 Attention PDF authors and publishers: Da Archive runs on your tolerance. If you want your product removed from this list, just tell us and it will not be included. This is a compilation of pdf share threads since 2015 and the rpg generals threads. Some things are from even earlier, like Lotsastuff’s collection. Thanks Lotsastuff, your pdf was inspirational. And all the Awesome Pioneer Dudes who built the foundations. Many of their names are still in the Big Collections A THOUSAND THANK YOUS to the Anon Brigade, who do all the digging, loading, and posting. Especially those elite commandos, the Nametag Legionaires, who selflessly achieve the improbable. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – The New Big Dog on the Block is Da Curated Archive. It probably has what you are looking for, so you might want to look there first. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – Don't think of this as a library index, think of it as Portobello Road in London, filled with bookstores and little street market booths and you have to talk to each shopkeeper. It has been cleaned up some, labeled poorly, and shuffled about a little to perhaps be more useful. There are links to ~16,000 pdfs. Don't be intimidated, some are duplicates. Go get a coffee and browse. Some links are encoded without a hyperlink to restrict spiderbot activity. You will have to complete the link. Sorry for the inconvenience. Others are encoded but have a working hyperlink underneath. Some are Spoonerisms or even written backwards, Enjoy! ss, @SS or $$ is Send Spaace, m3g@ is Megaa, <d0t> is a period or dot as in dot com, etc.
    [Show full text]
  • Welcome to the Great Ring
    Planescape Campaign Setting Chapter 1: Introduction Introduction Project Managers Ken Marable Gabriel Sorrel Editors Gabriel Sorrel Sarah Hood Writers Gabriel Sorrel Sarah Hood Layout Sarah Hood 1 There hardly seem any words capable of expressing the years of hard work and devotion that brings this book to you today, so I will simply begin with “Welcome to the planes”. Let this book be your doorway and guide to the multiverse, a place of untold mysteries, wonders the likes of which are only spoken of in legend, and adventurers that take you from the lowest depths of Hell to the highest reaches of Heaven. Here in you will leave behind the confines and trappings of a single world in order to embrace the potential of infinity and the ability to travel Introduction wherever you please. All roads lie open to planewalkers brave enough to explore the multiverse, and soon you will be facing wonders no ordinary adventure could encompass. Consider this a step forward in your gaming development as well, for here we look beyond tales of simple dungeon crawling to the concepts and forces that move worlds, make gods, and give each of us something to live for. The struggles that define existence and bring opposing worlds together will be laid out before you so that you may choose how to shape conflicts that touch millions of lives. Even when the line between good and evil, lawful and chaotic, is as clear as the boundaries between neighboring planes, nothing is black and white, with dark tyrants and benevolent kings joining forces to stop the spread of anarchy, or noble and peasant sitting together in the same hall to discuss shared philosophy.
    [Show full text]
  • Planescape Part One: Sigil by Cutter
    Planescape Part One: Sigil By Cutter Welcome to Sigil, the City of Doors! The centre of the Planes and the local multiverse too. Sitting on the inside of a giant torus that itself floats above an infinitely tall mountain at the centre of the very plane of neutrality itself – the Concordant Domains of the Outlands. Here neutrality is enforced. Gods are barred from the city, and the Lady of Pain takes very aggressive steps to make sure nobody drags Sigil into the troubles outside. It is even a haven from the Blood War. Unfortunately, this means many, many criminals and troublemakers from outside land come here as a last resort. ‘Course, not everyone’s here of their own free choice. Sigil’s ridded in doors to other planes, and sometimes a local from outside falls in. What got them in Sigil rarely is what gets them out of Sigil, and they’re stuck here until they find a door back home. These planar doors all throughout Sigil would make it the most valuable place in the multiverse to hold. Master Sigil, you can master the Planes. But the Lady won’t let that happen. Piss her off and the best thing you can hope for is being locked in an extradimensional maze unable to die of age, hunger, or thirst. The unlucky ones get flayed alive in an instant. But on the bright side, you’ll see all kinds of things in Sigil. A devil and a demon (don’t call ‘em that, trust me) having friendly drinks in a bar.
    [Show full text]
  • MARCH 1St 2018
    March 1st We love you, Archivist! MARCH 1st 2018 Attention PDF authors and publishers: Da Archive runs on your tolerance. If you want your product removed from this list, just tell us and it will not be included. This is a compilation of pdf share threads since 2015 and the rpg generals threads. Some things are from even earlier, like Lotsastuff’s collection. Thanks Lotsastuff, your pdf was inspirational. And all the Awesome Pioneer Dudes who built the foundations. Many of their names are still in the Big Collections A THOUSAND THANK YOUS to the Anon Brigade, who do all the digging, loading, and posting. Especially those elite commandos, the Nametag Legionaires, who selflessly achieve the improbable. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – The New Big Dog on the Block is Da Curated Archive. It probably has what you are looking for, so you might want to look there first. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – Don't think of this as a library index, think of it as Portobello Road in London, filled with bookstores and little street market booths and you have to talk to each shopkeeper. It has been cleaned up some, labeled poorly, and shuffled about a little to perhaps be more useful. There are links to ~16,000 pdfs. Don't be intimidated, some are duplicates. Go get a coffee and browse. Some links are encoded without a hyperlink to restrict spiderbot activity. You will have to complete the link. Sorry for the inconvenience. Others are encoded but have a working hyperlink underneath. Some are Spoonerisms or even written backwards, Enjoy! ss, @SS or $$ is Send Spaace, m3g@ is Megaa, <d0t> is a period or dot as in dot com, etc.
    [Show full text]
  • AD&D Designer Q&A!
    AD&D Designer Q&A! http://www.dragonlanceforums.com/forums/printthread.php?t=19663&pp... AD&D Designer Q&A! Printable View Dragonhelm 11-15-2009 07:18 PM AD&D Designer Q&A! Hey, folks, I have a special treat for you guys. AD&D Dragonlance game designers Colin McComb and Tim Beach have agreed to join us for a Q&A session! Colin was a designer for the Tales of the Lance boxed set, as well as Knight's Sword, Taladas: the Minotaurs, and Unsung Heroes. You can see his various RPG credits here . Tim was designer for Flint's Axe, has additional design credits for Taladas: the Minotaurs, and was a designer for Unsung Heroes. You can see Tim's various RPG credits here . Gentlemen, welcome to DragonlanceForums.com! I'm going to start out with a few questions, and everyone else should feel free to ask their questions as well. Colin and Tim will be able to answer as time permits. I ask that everyone please be respectful of our guests and their time. 1. First of all, how did you two get involved in Dragonlance? 2. Colin, tell us about the Tales of the Lance boxed set. What brought it about? Was it challenging writing a new sourcebook for Dragonlance? 3. What were the design goals of Tales of the Lance? 4. Colin, tell us about writing Knight's Sword. 5. Tim, tell us about writing Flint's Axe. How closely did it tie into Flint, the King? Did you and Colin coordinate on this project? 6.
    [Show full text]
  • RPG Review, Issue 43, June 2019
    RPG REVIEW Issue #43, June 2019 ISSN 2206-4907 (Online) Planes and Time Glorantha Cosmology ... Flashback RPG Designer©s Notes ... GURPS Time Travel and Krononauts ... Dr Who Adventures ¼ Call of Cthulu-Nephilim .. Planescape Torment ¼ ªUsº Movie Review 1 RPG REVIEW ISSUE 43 June 2019 Table of Contents ADMINISTRIVIA.........................................................................................................................................................2 EDITORIAL AND COOPERATIVE NEWS................................................................................................................2 CONQUEST 2019 REVIEW.........................................................................................................................................4 TIME TRAVEL WITH GURPS....................................................................................................................................6 FLASHBACK RPG DESIGNER'S NOTES.................................................................................................................8 GURPS KRONONAUTS WORLDBOOK PART II...................................................................................................11 THE COSMOLOGY OF GLORANTHA....................................................................................................................19 COSMOLOGY OF THE GREEN ISLES: D&D5e.....................................................................................................23 TWO TIME TRAVEL RETRO REVIEWS.................................................................................................................33
    [Show full text]
  • PLANESCAPE FACTION AFFILIATIONS Factions of the Planes Race and Class Don’T Make a Whole Person on the Planes
    PLANESCAPE FACTION AFFILIATIONS Factions of the Planes Race and class don’t make a whole person on the planes. A body's got to have a philosophy, a vision of the multiverse and what it all means. Sure, a fellow can get along without it, but how's he ever going to make sense of the whole thing and find his own "center of the multiverse"? How's he going to know his friends from his enemies in places where what he stands for can mean everything? A body's got to have a place to stand in order to see the majesty of the whole thing. On the streets of Sigil, and beyond, philosophies are more than just ideas. They’re groups – factions with leaders, goals, powers, and attitudes. Every faction has its own way of seeing the multiverse and has its own powers to match. Some of them get CONTENTS TABLE OF TABLE along, others don't, and some could care less about the rest of the multiverse. Factions don't care what species or career a character has, the only thing that matters is his moral conviction, and even then it sometimes doesn't matter. Factions provide a basher with a way to understand the planes. Factions are actually organizations, with benefits and restrictions. Every faction has a leader, known as the factol, whose position is purely dependent upon dedication to the philosophy. Some factions are more organized than others, and at least one – the Indeps – isn't really a faction at all. Those who change from one faction to another are generally hated by old companions and mistrusted by new ones.
    [Show full text]
  • BEYOND COUNTLESS DOORWAYS a Book of Planes by Monte Cook, Wolfgang Baur, Colin Mccomb, and Ray Vallese
    ® BEYOND COUNTLESS DOORWAYS A Book of Planes By Monte Cook, Wolfgang Baur, Colin McComb, and Ray Vallese Uses the Third Edition rules, including updated material from the v. 3.5 revision. Additional Credits Editing: Sue Weinlein Cook and Ray Vallese Production: Sue Weinlein Cook Cover Illustration: rk post Interior Illustrations:SampleKevin Crossley, file Eric Lofgren, and Tyler Walpole Cartography: Ed Bourelle Proofreading: Michele Carter Cover and Interior Page Design: Peter Whitley Playtesting: Michele Carter, Sue Cook, Bruce Cordell, Jesse Decker, Erik Mona, and Chris Perkins For supplemental material, visit Monte Cook’s Website: <www.montecook.com> Planescape® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used with permission. All rights reserved. Malhavoc is a registered trademark and Eldritch Might is a trademark owned by Monte J. Cook. Sword & Sorcery and the Sword & Sorcery logo are trademarks of White Wolf Publishing, Inc. All rights reserved. All other content is ©2004 Monte J. Cook. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This edition of Beyond Countless Doorways is produced under version 1.0a and/or draft versions of the Open Game License and the System Reference Document by permission of Wizards of the Coast. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version
    [Show full text]
  • The Domain and City of Greyhawk
    THE GREYHAWK CAMPAIGN The GREYHAWK® campaign was surprises held by a certain "dungeon" in the Barrier Peaks, about which we the first setting designed for the will say no more here. ADVANCED DUNGEONS & Materials were scarce for a few years before the GREYHAWK Adventures DRAGONS® game, and is also the hardbound saw print in 1988, marking the start of the "second wave" of the second-oldest fantasy roleplaying campaign's life. The world was converted to the AD&D 2nd Edition game campaign. It is familiar to many rules in the wide-roving adventure WG8 Fate of lstus, and the City of thousands of gainers the world over, Greyhawk was detailed in its own boxed expansion in 1989. Carl Sargent, though the campaign world has Rik Rose, Doug Niles, Jim Ward, Dan Salas, Nigel Findley, Anne and undergone considerable change over Richard Brown, Dale "slade" Henson, and more joined the crowd of the years. It began with E. Gary Greyhawk designers and authors. Most notable in this period were the Gygax, who created and developed WGA1-3 "Falcon" adventure trilogy, set in the City of Greyhawk, and the the world as a home campaign. The notorious WGA4 Vecna Lives!, which contained probably the most shocking world took shape with the publication beginning and end of any AD&D adventure published. The campaign years of the WORLD OF GREYHAWK for these adventures were around 582 CY or shortly before. folio in 1980, which was greatly The "third wave" of publications for the official GREYHAWK campaign expanded and improved in 1983 as began in 1991 with the publication of David Cook's GREYHAWK Wars the WORLD OF GREYHAWK boxed boxed game, which detailed the cataclysmic political changes brought about set.
    [Show full text]
  • Advanced Dungeons & Dragons® Player's Handbook for the AD&D
    Advanced Dungeons & Dragons® Player's Handbook for the AD&D® Game. TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End, Lake Geneva, Cherry Hinton WI 53147 Cambridge CB1 3LB USA United Kingdom Foreword to the 2nd Edition It has been a long time getting here. I don't mean the months, perhaps even years, you may have waited for a revised, expanded, and improved edition of the AD&D game. I mean the long time it has taken me to reach this point, the writing of the foreword. Forewords are written last, so that you can summarize your feelings and experiences about the book you have written. It's not accurate to say this is a book that I alone have written. First off, there are a lot of other names listed in the credits. They, especially the editors, contributed time and talents that I don't have. Improving the organization and readability was one of the reasons we started this project in the first place. These are tasks that can't be done without talented editors who play and care about the game. If you discover that it's easier to find rules during your gaming sessions and that everything seems to make more sense, thank the editors. Even with the editors, this is not our work alone. None of this would ever have come into being without interested and involved players. The people who really decided what needed to be done for the AD&D 2nd Edition game are the players who mailed in questions, everyone who wrote an article for DRAGON® Magazine, and everyone who button-holed me (or other designers) at conventions.
    [Show full text]
  • 100 Planescape Adventure Hooks
    Adventure Hook Junction I 100 Adventure Hooks and Campaign Seeds Short Hooks can be easily squeezed into a single session. Medium Hooks will take place over one to two sessions. Long Hooks will take place over multiple sessions. Very Long Hooks are extended adventures that take place over multiple levels. And Campaign Seeds form the basis of an entire campaign. 1 Missionaries of the Silver Flame Author: Duckluck Short Clueless missionaries from the remote Prime World of Eberron have wandered into Sigil and are busy calling everyone they meet either an infidel or a heretic. Good PCs' have to get the missionaries to shut up and go home before they get bobbed or dead-booked. Evil PCs may well decide to bob or dead-book the missionaries themselves. Gehenna or Bust Author: Duckluck Short A planar merchant by the name of Fliv has been wounded by Khaasta on the Outlands and is stuck in the Gatetown of Ribcage unable to travel. Unfortunately, he has a shipment of eldritch tomes that is due in the Crawling City in an hour. The PCs are tasked with getting the books to their Yugoloth buyer before they are all hunted and killed. Hermit of Everchangeing Order Author: Squaff Short to Medium And old hermit that preaches from the Book of Everchangeing Order (from Tales from Infinite Staircase) is traveling the streets of Sigil, searching for a portal to a Prime where he will continue his mission to preach on the connections between Law and Chaos. In the meantime, extremists from both the Xaositects and the Fraternity of Order want to shut the man up for good.
    [Show full text]
  • Planescape: Torment Guide
    Presents an Unofficial Guide to: Planescape: Torment By Samuel Brown Baker, II Brought to you by: Introduction This is not a complete walkthrough of Planescape: Torment. Short of playing the game several times as different classes, exhaustively going through every dialog path with every possible set of stats, spending months of time to do so, there’s no way to do that. This is how I played through the game, step by step. I won't even say it is the best way. I sometimes missed and forgot things and had to come back to them. So do what you want to do, play how you want to play. It's your game. The conversation paths that I took playing the game are presented here as a narrative and will not necessarily match the choices on screen or the responses word for word and frequently differ in tense. They are also truncated and condensed where I could do so without spoiling the flow of the tale. However in every case where a conversational choice is made I included key phrases so that someone reading along could easily tell which path I followed. There are conversations that took place that I did not include because they offered no new information or experience, or were short and without branches. Planescape is the most amazing computer role-playing game I've ever had the pleasure of playing. In many respects I feel it is the first CRPG that is really worthy of the name. I found myself thinking about how I felt about people and actions in the course of play, being drawn further into the game and the persona of my character the longer I played.
    [Show full text]