Planescape - Development

Development

Planescape is an expansion of ideas presented in the Advanced Dungeons & Dragons Dungeon Master's Guide (First Edition) and the original Manual of the Planes. When Advanced Dungeons & 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. However, fan demand for a 2nd Edition Manual of the Planes was strong enough to justify its expansion into a full-fledged campaign setting, and so in 1994 Planescape was released.

David "Zeb" Cook developed Planescape when he was assigned to create "a complete campaign world (not just a place to visit), survivable by low-level characters, as compatible with the old Manual of the Planes as possible, filled with a feeling of vastness without overwhelming the referee, distinct from all other TSR campaigns, free of the words "demon" and "devil" and explainable to Marketing in 25 words or less". For inspiration, Cook listened to Pere Ubu, Philip Glass and Alexander Nevsky, read The Dictionary of the Khazars, Einstein's Dreams, and The Narrow Road to the Deep North, and for fun at "Bad Movie Nights", watched such films as Naked Lunch and Wolf Devil Woman.

Cook came up with the idea that everything would revolve around factions, and that those factions would be ideas taken to the extreme. He also felt that Sigil came about because it was natural, because the planes needed a crossroads, and that the campaign needs a center which could be both a place for adventure and a place to hide, where characters could get to and from it quickly. Cook decided to adapt the Manual of the Planes, because the older material made survival on the planes too difficult or complex; he ignored anything that complicated gameplay, which left the "descriptions of twisted and strange creations".

Cook conceived of the look for the setting from images such as "the gloomy prisons of Piranesi's Le Carceri etchings, and Brian Froud's illustrations and surrealist art", and Dana Knutson was assigned to draw whatever Cook wanted. "Before any of us knew it, drew the Lady of Pain. I'm very fond of the Lady of Pain; she really locks up the Planescape look. We all liked her so much that she became our logo.

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