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20 of 20 people found the following review helpful:
5.0 out of 5 stars Best AD&D campaign, ever...
"So, primer, you come from Ferun or from Krynn...well berk, you're a clueless. You can't even imagine all that awaits you behind that portal. Let me show you the dark part of it, if you step through that whirling misty door, you'll be flung to Sigil, city of doors, and the chant is: that is only a drop in the sea of the multiverse. -Thuruk Hal, Guardian of the...
Published on January 26, 2001 by Rocco

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1 of 10 people found the following review helpful:
3.0 out of 5 stars Rather disappointing
I think that the Planescape setting is a great change of pace from the normal, 'knights and dragons' fantasy setting, a more mature, intellectual campaign world. But this set's not perfect. It's way too bogged down on rules (well, just about every D&D product is), too caught up in what spells work on what planes and crap like that. Combat and rules and eveything is...
Published on October 17, 2000 by Ben Barrett


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20 of 20 people found the following review helpful:
5.0 out of 5 stars Best AD&D campaign, ever..., January 26, 2001
This review is from: Planescape Campaign Setting (Advanced Dungeons & Dragons) (Paperback)
"So, primer, you come from Ferun or from Krynn...well berk, you're a clueless. You can't even imagine all that awaits you behind that portal. Let me show you the dark part of it, if you step through that whirling misty door, you'll be flung to Sigil, city of doors, and the chant is: that is only a drop in the sea of the multiverse. -Thuruk Hal, Guardian of the MercyKillers"

This is what attends you buying the Planescape box set: infinite worlds, extremely original landscapes, strange "planar" way of talking and much more. If you have played the classical AD&D GreyHawk, Krynn or Forgotten Realms and at the end got kind of tired of the usual feudal dragon-slaying stuff this is what you need.

Inside the box you will find 4 maps (the only thing I didn't particularly like, cause they're not quite detailed) and 4 books which contain: 1) A guide to all the planes (Baator, Mount Celestia, Mechanus...etc), where the powers (i.e. the different pantheon gods) dwell; 2)The planar races your PC's can play (bariaurs, tieflings, githzerai) other than the normal prime races (human, elf, etc); 3)A guide to Sigil, a city that is located in the heart of the planes, known as the "city of doors" as it is full of planar portals that can zip your party from the city to whichever plane your DM wants to send you to; 4)A guide to Factions in Sigil(factions are kind of roleplaying kits that will characterize your PCs); 5)A Monster appendix regarding planar fiends and friends; 6)A couple of adventures to work out the beginning of your planar campaign; 7)A glossary regarding the strange slang planars use (words like: primer, clueless, berk, deader); 8) Thorough explanation of how the multiverse works and much more.

The best thing of this setting is that you will finally treat with what you used to see in your usual "primer" campaigns as godly or "too powerful", this will be a boost of originality for long time players and DM's. The setting is very "role playing", its not a just a normal hack'n'slash dungeon slaying campaign. "Planescape" made me go back to mastering.

"So, primer, you have 2 ways of getting your leatherhead to the planes: go through that portal or wait till somebody puts you on the dead book ...what are you going to do, berk?"

My opinion: buy the box, go through the portal!

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17 of 18 people found the following review helpful:
5.0 out of 5 stars A new challenge awaits, January 16, 1999
By 
rnewland@jps.net (Sigil's Market Ward (Olivehurst, CA)) - See all my reviews
This review is from: Planescape Campaign Setting (Advanced Dungeons & Dragons) (Paperback)
If you're playing a (normal) prime-material, hack-and-slash campaign, and as the DM you'd like to be more familiar with the multiverse, the Planescape boxed set provides everything you'll need and a whole lot more. A Manual of the Planes for 2nd Edition. If, on the other hand, you're up for a challenge in roleplaying, problem solving, and mid to high-level hack-and-slash, you've found the means to restore wonder to your gaming. Planescape is literally all-encompassing, so there's too much information for a boxed set, but this campaign setting gives one the framework on which he can build a concept of the multiverse, play some rough adventures and incorporate the information available in the campaign expansions. If your campaign just needs the occasional sorjourn into the unknown, or you need the ultimate metropolis(Sigil), the boxed set is all you'll ever need, but once you've gotten it, you'll realize that the planes offer too much of the adventure and excitement that got you gaming in the first place for you to pass up. The best selling point for the campaign setting is this: Low level to mid level PC's thrown into this setting will immediately learn that they can't overcome every situation with combat. (When the shopkeeper is a 14th level wildmage with fiendish lineage, that first level thief PC may think twice about shoplifting!)
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13 of 13 people found the following review helpful:
5.0 out of 5 stars Simply the Best AD&D 2nd ed. Campaign Setting., December 20, 2000
This review is from: Planescape Campaign Setting (Advanced Dungeons & Dragons) (Paperback)
Planescape is easily the best campaign setting produced for the AD&D 2nd ed system.
Here's why:It introduces a vast, complex new set of worlds that the offers several hundred possible campaigns for any group of players, be they new and starting in Sigil (Planescape's home base) or hardened veterans, looking to combat the forces of evil beyond those of their home world.
If you want a gothic horror campaign, then Pandemonium, the Abyss, and Sigils streets should prove more than enough material for you.
If you want a world of chivalry and classic good vs evil, then Baator and Mount Celestia will fit your needs.
Classic hack and slash, in the Greyhawk tradition? Try the Outlands.
To put it simply... It's all here.

The major downpoints to this setting, however, come mostly in the sheer vastness of its scope--ie, in the amount of material which was produced and sold for the setting.
Although this boxed set gives the DM all the information he needs to run a PS campaign, it is rather sketchy on the planes themselves, including the creatures that inhabit the planes.
(Most of these nasties can be found in old AD&D 1st ed texts or in the Planescape MC appendices vol. 1-3.) Instead, this particular boxed set focuses more on Sigil and those things which set the Planescape world(s) apart from other gaming settings.
In order to get full information on all the planes, 3 (!) additional boxed sets are required, as well as 3 seperate soft bound books (all of which are out of print). Unfortunately, the last I heard, the Planescape MC appendices are out of print, as well.
This is a wonderful setting for your PCs if you have the time to create new worlds from a one page description (thankfully, there is enough material in Sigil to keep everyone happy, especially with the Faction War adventure--sold seperately *sigh*) or if you have the time and money to hunt down and buy these increasingly rare boxed set accessories.
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24 of 28 people found the following review helpful:
5.0 out of 5 stars A cool point of view for all fantasy worlds, July 6, 1999
By A Customer
This review is from: Planescape Campaign Setting (Advanced Dungeons & Dragons) (Paperback)
This Boxed Set gives the general idea of the multiverse and its countless possibilities, presented in a singular way with major artwork. Extra material is really needed, mostly on the inhabitants of the planes.

The Planescape Campaign Setting contains: * A Player's Guide to the planes (32-page introduction to the grand design of the multiverse) * A DM Guide to the planes (64-page book with information solely for the DM) * Sigil and Beyond (96-page gazetter that introduces the City of Portals, Sigil, and its surrounding plane as the starting point for planar adventures) * Monstrous Supplement (32 pages of monsters) * Four poster-size maps depicting the planes * A four-panel Planescapey DM screen

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9 of 9 people found the following review helpful:
5.0 out of 5 stars One of the best campaigns, but not for average RPGers, July 19, 2005
This review is from: Planescape Campaign Setting (Advanced Dungeons & Dragons) (Paperback)
One of the biggest problems with the Planescape setting is that it required a different breed of role player (rather than the standard roll player). In just about every other setting (with the possible exception of the various Ravenloft settings) any problem could be solved if you just sat down with your character sheet and figured out how best to use the proficiencies, combat abilities, spells, and whatever magical items you had. An army of ten thousand orcs at the gates? Not a problem if you're just savvy enough to know how to best use the rules.

Planescape, even though it is rather rules heavy in some ways, relies much more on story telling and atmosphere than game mechanics (even though mechanics play a very important part of the setting, but I'll get to that). Rather than the typical formula of "players find adventure hook, players gather information, discover monster lair, slay monster, loot lair," Planescape focuses much more intently on the political aspects of the setting (which are extensive and interesting). Characters can join various "factions" each of which follow a specific philosophy governing their actions from day to day, moment to moment. For example, the Sensates, or Society of Sensation, believe that the multiverse exists to be experienced, touched, tasted, and seen. More often than not, they'll be off on adventure because it sounded like an interesting idea at the time to find out what it would be like to tweak Odin's nose and get away with it (not that you could mind you). Not entirely hedonistic, though, the Sensates own and operate the largest theater in the city of Sigil where alongside mundane plays from every point in the universe, one can experience the literal recorded memories and sensations of others.

Adventures within the setting are focused around a central idea or concept rather than action as in settings like Greyhawk and Forgotten Realms. The idea is for players to interact with the concept, understand the philosophy of what's going on, and then contribute, detract, or participate in whatever way they choose. More often than not, each player will have a different idea of what should be done and may even be at total odds with the rest of the group and the campaign setting even encourages this to a limited extent. What is more interesting, though, is what happens when unlikely allies are forced to cooperate. What happens when a Paladin is compelled to work closely with a Necromancer? How about a thief working hand in hand with the local law enforcement? A lawful-good cleric with Demon contacts?

The facilitator of this campaign, that which makes such an unlikely setting possible, is the city of Sigil, literally, the center of the multiverse. The center of everything that exists or will exist. It is the gateway to just about anywhere you could ever want to go and a whole lot of places that you would never want to travel to kicking and screaming. The city lends the setting a metropolitan atmosphere that borders on Steampunk in some ways, but still maintains the fantastic elements of the original Gary Gygax masterpiece.

As one would expect, the rules in various planes of existance don't conform to the norm in many cases. Magic especially is altered. Casting necromantic magic in the seven heavens is an all around bad idea while casting magic at all in the abyss is a dicey business in general. Often-times, mages and priests find that their prime-material spell tactics simply don't apply to the plane they find themselves on. What happens when your trusty fireball simply fizzles out upon casting? Worse yet, the handy magical sword that is carried by the group's most powerful warrior suddenly ceases to work entirely!

More often than not, the key to success in Planescape is knowing when to put your swords and spells away and talk rather than fight. Besides, just about everything you meet in Planescape is more than a match for you and the army you came with. Planescape, for that reason, requires an experienced and quick DM and players who are able and willing to play characters rather than a set of statistics.
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9 of 9 people found the following review helpful:
5.0 out of 5 stars Unconventional Fantastic Setting, December 5, 2000
By 
Sunhi (East Norriton, PA USA) - See all my reviews
This review is from: Planescape Campaign Setting (Advanced Dungeons & Dragons) (Paperback)
If you're a DM who's tired of the usual "killing dragons and getting treasure" type of campaign, this D&D setting might be what you're looking for. It creates a whole new view of the Planes (which are places like Heaven and Hell and Nirvana renamed) and the people who live there.

The greatest thing about Planescape is that it's very innovative. It's not like any other D&D setting out there and it was entertaining just reading this departure from the norm. I got into Planescape after playing a lot of Forgotten Realms so the change was dramatic. If you have a penchant for the unusual and imaginative, this is a great setting to buy. The second best thing about this Planescape product is the artwork. Tony DiTerlizzi does most of the art for this setting and it's all gorgeous and unique. It does a great job differentiating Planescape from the normal "everyday" fantasy settings. I have seriously considered buying art prints of some of the sketches or paintings in these books. The third best thing about this setting is that it almost makes alignment unimportant when compared to their faction (which is basically a tenet of beliefs). Evil and good will work together in the name of justice or chaos. It's an interesting concept that works well though it's best if PCs are from factions with similar interests or allying factions. And finally, this setting is nearly limitless in its possibilities if the DM is an imaginative one.

What are the bad things about this product? Well, sadly, the Planescape product line has been discontinued so don't expect any more books or adventures to be published. Also, as someone mentioned earlier, the charts for which spells work on which planes can be annoying or confusing at times. However, the DM can work against that by just changing the rules on some planes. While the "chant" (or slang) can jar ones nerves after awhile, a reader will eventually get used to it. Lastly, I absolutely detest the way they renamed the demons, devils, and angels to be less offensive.

None of these things should be enough to dissuade you that the product is a great one however. I really think that it gives a mature spin to D&D and that it's a shame it was discontinued. The campaign setting came with maps, a player's guide, two books for the DM, and many pages of creatures of the planes.

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12 of 13 people found the following review helpful:
5.0 out of 5 stars Quite simply, TSR's best campaign seeting ever, July 8, 1998
This review is from: Planescape Campaign Setting (Advanced Dungeons & Dragons) (Paperback)
If you're at all curious about the Outer Planes, invest in a copy of the Planescape campaign setting -- you won't be disappointed. As you might expect, the Planes, where gods, fiends and other celestial beasties live, are a pretty strange place. The Planescape campaign brings this to life, and then some! The setting's recommended for DMs who know their stuff (beginners may find it hard to deal with), and players who're less likely to hit a monster with a sword until it stops moving, and more likely to try reasoning with it...in Planescape, your enemies can be your best friends. The setting's not just Outer Planes, however. Located at the centre of the Multiverse (allegedly) is Sigil, the City of Doors, which leads to all places. Overseeing the city is the Lady of Pain, a serene and silent mistress, unforgiving and uncaring. Planescape also deals with philosophy; there are 15 factions each with their own visions of How Things Are...mythology; you'll find almost all mythos represented here...good and evil; it's the home of devils, demons and angels, of course...the list goes on. It's also got the best artwork you'll have seen in any TSR product. Buy it. You'll love it :-)
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4 of 4 people found the following review helpful:
5.0 out of 5 stars Adventuring in the outer planes., April 3, 1998
By A Customer
This review is from: Planescape Campaign Setting (Advanced Dungeons & Dragons) (Paperback)
This is by far the most unique, detailed, and open campaign setting ever. From the interesting new PC races, to the mazing city of Sigil. Imagine being able to party with the greek gods on mount Olympus. Or fighting evil gods, ON THEIR HOME TURF. You can do this and more with the Planescape campaign setting. The only problem is this setting is for advanced players and DM's. With the complicated magical rules to keep track of, it is a chore to run. So I would only recomend advanced DM's chalange this setting, which is why I gave it a 9 instead of a 10.
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1 of 1 people found the following review helpful:
4.0 out of 5 stars Adds great versatility to any D&D campaign, September 15, 2009
This review is from: Planescape Campaign Setting (Advanced Dungeons & Dragons) (Paperback)
I was very glad to have discovered the Planescape seting, which allows a DM to add infinite versatility to his/her campaign world. The various books and supplements are detailed enough to run a complete campaign, but you need not feel obligated to do this. Having the Planescape boxed set can also be very useful for doing quests attached to any standard, "Prime Material" campaign.

The Planescape boxed set is a must have for any Planescape Campaign adventure or any other D&D quest involving the planes. It does a good job of introducing the DM and the players to the setting without bogging them down in complicated details. Unfortunately, that is also the biggest drawback to this set. Most of the finer details and questions are left up to the other Planescape accessories. For a much more detailed view of the planes, check out the Planewalker's Handbook.

Overall, almost any DM can use or appreciate some or all of the material found in the Planescape boxed set and other Planescape books. However, if you are really serious about doing this type of campaign, or you are like me and you want to know the finer details, you'll need to buy more of the books. The biggest disadvantage these days are that many of the books (and most of the better ones) are getting really expensive these days (as of September, 2009). Many used ones sell for over triple the original retail price! You'll either have to spend a lot of money, or a lot of time waiting for good deals to come along.
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3 of 4 people found the following review helpful:
4.0 out of 5 stars Great! A definate purchase, but a bit too short., February 29, 2000
By 
This review is from: Planescape Campaign Setting (Advanced Dungeons & Dragons) (Paperback)
The books were all great, and I definately recommend this book to any Planescape fan, even those just interested in it because of Torment. There are some great posters, too, including one of the Sigil landscape (that you see in used in Torment) and some other ones showing the mechanics and layouts of the planes, which is a great visual aid. However, the books were a bit too short and you'll find yourself wanting more and buying even more, like the Monster Compendiums. The Monster Compendium included in the box was so short that I was wondering what the point was. All in all, though, this is a definate buy and a great campaign setting where anything is possible.
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Planescape Campaign Setting (Advanced Dungeons & Dragons)
Planescape Campaign Setting (Advanced Dungeons & Dragons) by David Zeb Cook (Paperback - April 1, 1994)
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