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PLANESCAPE, AN RPGBOT.POSTMORTEM - Asher's Weird, Wonderful Multiverse
Manage episode 486294057 series 2980061
In this episode of the RPGBOT.Podcast, the hosts gather for a postmortem discussion on Ash Ely’s recent Planescape campaign—a wild ride through the Outer Planes where philosophy hits like a fireball and bureaucracy is deadlier than any dragon. With plenty of laughs and genuine reflection, the crew discusses their favorite moments, mechanical experiments, player decisions, and the challenges of storytelling in a setting where time is subjective, death is optional, and your base of operations might just be a sentient castle. This is a deep-dive into what makes a great campaign weirdly wonderful, packed with practical advice for GMs and players alike.
Wikipedia
- Cheris Perkins
- Jeremey Crawford
- Jonathan Tweet
- Mike Mearls
- Monte Cook
DnDShorts Video
Ash Voiced “The Golden Men”
Monte Cook Games
- Numenera (affiliate link)
- Darkest House (affiliate link)
- Old Gods of Appalachia (affiliate link)
- Expedition 33 (affiliate link)
- Planescape: Torment
RPGBOT.Podcast Episodes
- The episode opens with classic banter and jokes, setting a relaxed and comedic tone.
- The use of audio files and soundboards added flavor to the podcast experience, paralleling the dynamic creativity of the campaign itself.
- Sigil proved to be a difficult but rewarding setting, demanding intense creativity from the GM and strong player investment.
- The Bleak Cabal introduced complex moral and philosophical themes around nihilism and existentialism.
- Harmonium conflicts introduced tension and clear stakes, adding urgency to the narrative.
- Excelsior and Mindenheim presented contrasting moral dilemmas, emphasizing how planar alignments influence gameplay.
- The game included unique mechanics such as reincarnation, highlighting Planescape’s flair for the metaphysical.
- Gambling mechanics introduced at Fortune’s Wheel made the campaign feel alive and added extra stakes.
- Random tables were used to enhance chaos, though they occasionally clashed with narrative flow.
- Time in the Outlands was deliberately nebulous—used as a story device rather than a linear tracker.
- Ash Ely discussed character arcs, spotlighting the emotional growth and backstory payoffs that came through during play.
- Character death and rebirth were treated as storytelling tools, not just fail states.
- The castle base of operations became a central hub for player bonding and improvised roleplay.
- Downtime activities, such as research or dealing with extraplanar paperwork, added depth and fun.
- Player choices mattered deeply, often shifting the trajectory of the campaign.
- Side quests organically evolved into major plotlines, highlighting the value of listening to player interests.
- Fetch quests and bureaucratic challenges became unexpectedly entertaining when paired with strong character voices.
- Homebrew content enriched the setting, especially when integrated into existing multiversal lore.
- Player engagement and feedback were vital in navigating the weirdness of Planescape.
- The group shared regrets and lessons learned, emphasizing the importance of flexibility and communication.
- The campaign reinforced that creativity and player trust are the heart of any great tabletop experience.
Whether you’re a veteran GM diving into planar politics or a curious player who wants to gamble with the Fates (literally), this episode offers a treasure trove of inspiration. The Planescape campaign may be over, but its echoes will bounce around the multiverse—and the RPGBOT cast’s brains—for a long time to come.
468 episodes
Manage episode 486294057 series 2980061
In this episode of the RPGBOT.Podcast, the hosts gather for a postmortem discussion on Ash Ely’s recent Planescape campaign—a wild ride through the Outer Planes where philosophy hits like a fireball and bureaucracy is deadlier than any dragon. With plenty of laughs and genuine reflection, the crew discusses their favorite moments, mechanical experiments, player decisions, and the challenges of storytelling in a setting where time is subjective, death is optional, and your base of operations might just be a sentient castle. This is a deep-dive into what makes a great campaign weirdly wonderful, packed with practical advice for GMs and players alike.
Wikipedia
- Cheris Perkins
- Jeremey Crawford
- Jonathan Tweet
- Mike Mearls
- Monte Cook
DnDShorts Video
Ash Voiced “The Golden Men”
Monte Cook Games
- Numenera (affiliate link)
- Darkest House (affiliate link)
- Old Gods of Appalachia (affiliate link)
- Expedition 33 (affiliate link)
- Planescape: Torment
RPGBOT.Podcast Episodes
- The episode opens with classic banter and jokes, setting a relaxed and comedic tone.
- The use of audio files and soundboards added flavor to the podcast experience, paralleling the dynamic creativity of the campaign itself.
- Sigil proved to be a difficult but rewarding setting, demanding intense creativity from the GM and strong player investment.
- The Bleak Cabal introduced complex moral and philosophical themes around nihilism and existentialism.
- Harmonium conflicts introduced tension and clear stakes, adding urgency to the narrative.
- Excelsior and Mindenheim presented contrasting moral dilemmas, emphasizing how planar alignments influence gameplay.
- The game included unique mechanics such as reincarnation, highlighting Planescape’s flair for the metaphysical.
- Gambling mechanics introduced at Fortune’s Wheel made the campaign feel alive and added extra stakes.
- Random tables were used to enhance chaos, though they occasionally clashed with narrative flow.
- Time in the Outlands was deliberately nebulous—used as a story device rather than a linear tracker.
- Ash Ely discussed character arcs, spotlighting the emotional growth and backstory payoffs that came through during play.
- Character death and rebirth were treated as storytelling tools, not just fail states.
- The castle base of operations became a central hub for player bonding and improvised roleplay.
- Downtime activities, such as research or dealing with extraplanar paperwork, added depth and fun.
- Player choices mattered deeply, often shifting the trajectory of the campaign.
- Side quests organically evolved into major plotlines, highlighting the value of listening to player interests.
- Fetch quests and bureaucratic challenges became unexpectedly entertaining when paired with strong character voices.
- Homebrew content enriched the setting, especially when integrated into existing multiversal lore.
- Player engagement and feedback were vital in navigating the weirdness of Planescape.
- The group shared regrets and lessons learned, emphasizing the importance of flexibility and communication.
- The campaign reinforced that creativity and player trust are the heart of any great tabletop experience.
Whether you’re a veteran GM diving into planar politics or a curious player who wants to gamble with the Fates (literally), this episode offers a treasure trove of inspiration. The Planescape campaign may be over, but its echoes will bounce around the multiverse—and the RPGBOT cast’s brains—for a long time to come.
468 episodes
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