Planescape

from Wikipedia, the free encyclopedia

Planescape is an official campaign world from US publisher TSR for the fantasy role-playing game rules Dungeons & Dragons ( D&D ). At the same time it describes the ratio of the as planes (engl. Plan ) designated D & D -Spielwelten each other and thus forms a cosmological background of the D & D - multiverse . Between 1994 and 1998 TSR published its own Planescape product line, which was based on adventures in the so-called Outer Planes. An officially licensed product is the computer role-playing game Planescape: Torment published by Interplay Entertainment in 1999 .

Product history

Manual of the Planes

Since the first publication of Dungeons & Dragons in 1974 resulted in several game worlds like oerth , Krynn or the Forgotten Realms , to hint about parallel worlds, such as the elementary levels (fire, water, air, earth), and the lives of the demigods, devils and demons as planes , Levels, were designated. Until 1987, the set of rules - at that time still marketed under the name Advanced Dungeons & Dragons ( AD&D ) - was limited to only indications of how these worlds could be connected. A comprehensive, detailed cosmology did not exist up to this point in time. Jeff Grubb was therefore commissioned to create a set of rules based on the previous material, which summarizes, unifies and plausibly expands the information. It was published under the title Manual of the Planes and remained the main work on this subject for many years. It was also not adapted to the 2nd Edition Advanced Dungeons & Dragons released in 1989 .

Planescape Campaign Setting

At the beginning of the 1990s, TSR began to expand its range of game worlds more and more (including Spelljammer , Ravenloft , Al-Qadim , Birthright , Dark Sun ). In 1993, the end of the product cycle for the Spelljammer scenario, which was started in 1989, began to be considered and the company began to consider a possible successor. One of the requirements was that, like Spelljamer, it should enable travel to distant and exotic places. TSR designer Slade Henson therefore came up with the idea of ​​the Planescape , which he wanted to build around the Manual of the Planes . The responsibility for the project ultimately passed to TSR game designer David "Zeb" Cook . According to Cooks, the specifications were: “ 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 ”(German:“ […] a complete campaign world (not just a viewing scene), which also includes low -level characters is as compatible as possible with the old Manual of the Planes, filled with a feeling of space without overwhelming the game master, clearly distinguishable from all other TSR campaign worlds, free of the words 'devil' and 'demon' 'and can be explained by marketing in less than 25 words ”).

One of the lessons learned from the Spelljammer range of products was that the scenario needed a home base that the player characters could return to at any time and that should also play a central role within the game world. From the successful competitor Vampire: The Masquerade of White Wolf also the idea of the vampire clan was borrowed. The player, so the argument of the TSR designer Jim Ward, should be able to identify with something in this strange world. From these two points, the concept of the city of Sigil and the Bünde (English factions ) emerged. Cook, tired of gene republications through the long years in the fantasy industry, drew his inspiration mainly from the area outside of "swords-and-sorcery fantasy fiction". His sources of inspiration were the music by Pere Ubu , Philip Glass and Sergei Prokofiev's composition for the film Alexander Newski , books such as The Khazarian Dictionary by Milorad Pavić , The Invisible Cities by Italo Calvino , Borges and I by Jorge Luis Borges , and again and again Die Zeit - Einstein's Dreams by Alan Lightman or the travel diary Oku no Hosomichi by the Japanese poet Matsuo Bashō as well as art house films such as Orpheus and Naked Lunch or fantasy / Hong Kong action B-movies such as Wolf Devil Woman ( Wolfen Ninja ).

Cook introduced the city of Sigil as the central point of departure for the scenario, which can be reached quickly at any time, and characterized the sigil-dominating societies as extremely ideologized interest groups that are in constant competition with one another. He also decided to drop many of the game mechanics in the Manual of the Planes , which made the gameplay unnecessarily complicated, and instead concentrated on the “ descriptions of twisted and strange creations ” (German: “Descriptions of twisted and strange creations”). The concept artist Dana Knutson was at his side for the design , who - although hardly represented in the final products - significantly shaped the mood and image of the scenario:

“Before any of us knew it, [Knutson] drew the Lady of Pain. I'm very fund of the Lady of Pain; she really locks up the Planescape look. We all liked her so much that she became our logo. ”

“Before any of us knew, [Knutson] drew the Lady of Sorrows. I am very pleased with the Lady of Sorrows; it simply combines the entire Planescape look. We liked it so much that it became our logo. "

The inspiration for the visual design was, among other things, the series of sketches Le Carceri d'Invenzione by Giovanni Battista Piranesi and the illustration and surreal works by Brian Froud . In addition to the Lady of Sorrows, Knutson also designed the symbols of the frets and the architecture of sigils. For the design of the Planescape Campaign Settings , however, the illustrator Tony DiTerlizzi was used, who helped the work with his character portraits to its final appearance. The cover motif was designed by Robh Ruppel . But the design of the Planescape Campaign Settings also extended into the linguistic level. Here Cook, together with editor Dave Wise, created the slang language Cant , which works with a mixture of self-invented and historical terms. For the design, Cook drew on the works of Cony-Catchers and Bawdy Baskets and The Elizabethian Underworld by Gāmini Salgādo , which deal with the life of the lower classes in the Elizabethan age .

With the publication of the Planescape Campaign Setting in 1994, the levels, which were originally only designed as a game world background, were given the status of an official campaign world. According to a description by TSR designer Rick Swan in the publisher's own role-playing game magazine Dragon , the original Manual of the Planes isreincarnated as the Planescape setting […] TSR's most ambitious campaign world to date. ”(German:“ […] reincarnated as a Planescape scenario […] TSR's most ambitious campaign world to date ”). He also wrote: “ Abandoning the straightforward but dry approach of the Manual [ of the Planes ], the Planescape set reads less like a textbook and more like a story. Characters take precedence over game systems, high adventure supplants the physics lessons. ”(German:“ The Planescape-Set abandons the straightforward but dry approach of the manual [ of the Planes ], and therefore reads less like a text book, but more like a story. Characters take precedence over game mechanics, replacing adventure the physics class. ").

The new product range was received positively by the critics. The graphic design was particularly well received, for which TSR received the Origins Award for the best graphic presentation in the same year . After Cook left TSR, the advancement of the campaign world was mainly looked after by Monte Cook and Colin McComb . In the US role-playing game magazine Pyramid, author and game designer Scott Haring described Planescape as “ the finest game world ever produced for Advanced Dungeons & Dragons. Period. ”(German:“ the best game world ever developed for Advanced Dungeons & Dragons. Period. ”). In the British role-playing game magazine Arcane , Trenton Webb called Planescapethe premier AD&D world ” (German: “[…] the best AD&D world”), which is characterized by “ a bizarre juxtaposition of legend and nightmare ” (German: “[…] a bizarre juxtaposition of legend and nightmare ”).

Takeover by Wizards of the Coast

In 1997 TSR was facing bankruptcy and was taken over by its competitor Wizards of the Coast , but the previous productions were initially continued under the old company name. Under the new owners, planning began for a new, third edition of the basic rules, Dungeons & Dragons . These plans also included reducing the number of game worlds. Support for the Planescape scenario through new adventures and rule extensions was discontinued until 1998 and the scenario was largely abandoned in 2000 with the publication of the third edition of Dungeons & Dragons rules . The levels remained part of the D&D cosmos and were continued in the new editions of the Manual of the Plan for both the 3rd (2001) and the 4th edition of the regulations (2008). But at the same time these editions of the rulebook made deep interventions in the cosmological structure of the D&D worlds, which differ greatly from the original model of the Big Wheel ( D&D 3 : World Tree, D&D 4 : World Axis). An adjustment of the previous game information to the also heavily changed basic rules never took place. The manufacturer has not had any further product activities since then, although Wizards of the Coast indicated in December 2013 that they wanted to return to the model of the big wheel for the 5th edition of the regulations.

With the permission of the publisher, the Planescape Campaign Setting was adapted by fan groups via the planewalker.com website, which was launched in 1999, to the edition 3 and 3.5 of the rules. The website was awarded the silver ENnie for best fansite at the 2005 ENnie Awards .

In 2004, the former Planescape authors Monte Cook, Wolfgang Baur, Colin McComb and Ray Vallese published the role-playing supplement Beyond Countless Doorways for the d20 set of rules, which is under Open Game License and on which the 3rd D&D edition was based. The book, which is not an official product of Wizards of the Coast but has recognizable parallels to the Planescape scenario, describes a game world that also consists of numerous parallel levels and can be used as a supplement to existing game worlds. At the ENnie Awards 2005, the work received the silver ENnie for the second best supplement to the rules and regulations and a special mention in the Best Writing category and the golden ENnie for the best cover design.

Companion and licensed products

In 1995, after SSI's exclusive D&D computer game license expired , TSR issued separate licenses for its various game worlds. In addition to the license for the Forgotten Realms, the US computer game publisher Interplay Entertainment also acquired the Planescape license, which was seen as a fresh, emerging scenario. TSR designers Zeb Cook and Colin McComb later also moved to Interplay's role-playing division, Black Isle Studios . The company began planning three computer games, one each under the direction of Cook and McComb, and one under the direction of game designer Chris Avellone . Cook's project was redesigned after a long development process as a continuation of the Interplay in-house production Stonekeep , but ultimately never published. McComb's project, an action-packed console role-playing game in the style of King's Field , never got beyond the early concept phase. McComb was instead assigned to Chris Avellone's third project. This finally appeared in 1999 under the title Planescape: Torment , after TSR / Wizards of the Coast discontinued the Planescape product line. An official companion novel by Ray Vallese was also published for the game.

Also in 1995, TSR released a Planescape- based trading card game called Blood Wars . It was developed by Steven Schend. a. Planescape illustrator Tony DiTerlizzi with.

description

Structure of the game world

The Planescape scenario describes - usually shown in the Manual of the Planes - the structure of the D&D cosmos, which is referred to as the multiverse . It arranges all D&D worlds and the levels of existence mentioned in the set of rules into level groups and makes it clear which place the corresponding worlds occupy in D&D cosmology and how their relationship to one another is. Several different concepts have existed since the 3rd edition of the set of rules, but they emerged after Planescape had given up as a campaign world for role-playing adventures.

The first Manual of the Planes and Planescape Campaign Setting (. English as a cosmology of the Big wheel great wheel cosmology ) designated Procedure provides the existence of five Eben forms:

  1. Material plane (English Prime Material Planes )
  2. Ether level (Engl. Ethereal Plane )
  3. Internal levels (Engl. Inner Planes )
  4. Astral Plane (Engl. Astral Plane )
  5. External levels (Engl. Outer Planes )

The regular game worlds (Forgotten Reiche, Krynn, Oerth) are referred to as primary material levels. In the first Manual of the Planes , each world is still on its own primary material level and thus isolated from the rest of the worlds. The Planescape Campaign Setting , on the other hand, sees them as part of a single, large primary level. The inner planes include the elemental worlds and the planes for positive and negative energy. The outer levels are the actual game world of the Planescape Campaign Settings . It is a group of 16 levels that are grouped around a central middle level like the spaces between the spokes of a wheel:

The Outer Planes
Mount Zelestia Bytopia Elysium Animal lands Arborea
Arcadia ↑ Good Ysgard
Mechanus ← Righteous Outlands Chaotic → Limbus
Acheron Evil ↓ pandemonium
Baator Jehenna Gray wasteland Carzeri Abyss

The respective levels are characterized by the D&D -typical system of attitudes, a combination of the properties righteous / neutral / chaotic and good / neutral / evil, and differ considerably. The central mid-plane, outside the country (Engl. Outlands ) or "The Concordant Opposition" (Engl. The Concordant Opposition ) called, stands for absolute neutrality. In her heart lies the city of Sigil.

Sigil and the frets

Sigil is a torus- shaped city that hovers over the Great Spire , a mountain right in the center of the Outskirts. From Sigil magical portals lead to all the surrounding levels, which is why the place is also known as the “city of gates” and serves as a central starting point for adventures in the game world. It is ruled by the Lady of Sorrows, an enigmatic being who tries by all means to maintain Sigil's neutrality.

Within the city, 15 so-called factions compete for power. The unions perform certain tasks of social coexistence, but each also have their own philosophical / religious and often contradicting world views. This concept was described by TSR as philosophers with clubs , "philosophers with clubs". Their struggle for power in Sigil finally culminates in the so-called Faction War , which was thematized towards the end of the Planescape product cycle in 1998 in the adventure of the same name and ends with the Lady of Sorrows breaking the league .

The 15 frets are:

  • The Harmonium (The Thick Skulls)
  • The Brotherhood of Order (The Rulers)
  • The Mercy Killers (The Red Death)
  • The predestine (the takers, the heartless)
  • The Society of Sensation (The Senses, The Hedonists)
  • The Sign of One (The Drawings)
  • The Transcendent Order (The Cryptists, The Thoughtless)
  • The Doom Guard (The Sinkers, The Destroyers, The Rats of Entropy)
  • The Athar (The Lost, The Despisers, The Agnostics)
  • The believers of the source (The god-men, The reincarnated, The spokes of the wheel)
  • The Dust People (The Dead, The Dustis)
  • The barren intrigues (The barren, the intrigues, the madmen)
  • The Revolutionary League (The Anarchists)
  • The Free League (The Independents, The Unabs)
  • The Xaositekten (The Chaots)

Basic principles

The game world is shaped by three leitmotifs:

  • The Center of Everything
    There is no single center of the universe. Each inhabitant of the multiverse forms the center for himself.
  • The Unity of the Rings
    The multiverse behaves like a ring. Everything is connected in this way, with no discernible beginning or end. Examples are the form of sigils or the Great Wheel of the Plains.
  • The Rule of Three
    All things in the multiverse happen or occur three times.

Blood war

The Blood War is a war that has been going on for eons between the Baatezu ("devils") and the Tanar'ri ("demons") peoples. War plays a central role in the D&D cosmology, as it significantly prevents the powerful warring parties from directing their aggressions against the other worlds. Its background is described in detail in the Hellbound: The Blood War rulebook . The blood war is u. a. Subject of a novel trilogy by the author J. Robert King and plays an important role in the plot of the computer role-playing game Planescape: Torment :

Publications

RPG publications

Most of the works have been published in English only.

1st Edition (Advanced Dungeons & Dragons)

  • TSR 2022 Jeff Grubb: Manual of the Planes . TSR, Lake Geneva, WI (1987), ISBN 0-88038-399-2 .

Planescape Campaign Setting

Box sets
  • TSR 2600 David "Zeb" Cook: Planescape Campaign Setting . TSR, Lake Geneva, WI (1994), ISBN 1-56076-834-7 .
    • A DM Guide to the Planes (Dungeon Master's Guide)
    • A Player's Guide to the plan (Players Handbook)
    • Sigil and Beyond (background information)
    • Monstrous Supplement (Creatures)
    • cards
  • TSR 2603 Lester Smith & Wolfgang Baur: Planes of Chaos . TSR, Lake Geneva, WI (1994), ISBN 1-56076-874-6 .
    • The Book of Chaos (Master's Guide)
    • Travelogue (player manual)
    • Chaos Adventures (Adventure Collection)
    • Monstrous Supplement (Creatures)
  • TSR 2607 Colin McComb & Dori Hein: Planes of Law . TSR, Lake Geneva, WI (1995), ISBN 0-7869-0093-8 .
    • A Player's Guide to Law (Players Handbook)
    • Acheron (background information)
    • Arcadia (background information)
    • Baator (background information)
    • Mechanus (background information)
    • Mount Celestia (background information)
    • Monstrous Supplement (Creatures)
    • cards
  • TSR 2610 Jeff Grubb: A Player's Primer to the Outlands . TSR, Lake Geneva, WI (1995), ISBN 0-7869-0121-7 .
    • A Player's Primer to the Outlands (background information)
    • A Player's Primer to the Outlands (Audio CD)
    • map
  • TSR 2615 Dale Donovan: Planes of Conflict . TSR, Lake Geneva, WI (1995), ISBN 0-7869-0309-0 .
    • A Player's Guide to Conflict (Players Handbook)
    • Liber Benevolentiae (background information)
    • Liber Malevolentiae (background information)
    • Adventures in Conflict (Adventure Collection)
    • Monstrous Supplement (Creatures)
    • cards
  • TSR 2621 Monte Cook & Colin McComb: Hellbound: The Blood War . TSR, Lake Geneva, WI (July 1996), ISBN 978-0-7869-0407-5 .
    • Dark of the Blood War (background information)
    • The Chant of the Blood War (background information)
    • War Games (Adventure Collection)
    • Visions of War (picture collection)
    • The Bargain (comic)
Extension of rules
  • TSR 2602 Allen Varney: Planescape Monstrous Compendium Appendix . TSR, Lake Geneva, WI (1994), ISBN 1-56076-862-2 .
  • TSR 2609 Wolfgang Baur & Rick Swan: In the Cage: A Guide to Sigil . TSR, Lake Geneva, WI (1995), ISBN 0-7869-0111-X .
  • TSR 2611 Dori Jean Hein, Tim Beach & JM Salsbury: The Factol's Manifesto . TSR, Lake Geneva, WI (1995), ISBN 0-7869-0141-1 .
  • TSR 2613 Richard Baker: Planescape Monstrous Compendium Appendix II . TSR, Lake Geneva, WI (1995), ISBN 0-7869-0173-X .
  • TSR 2620 Monte Cook: The Planewalker's Handbook . TSR, Lake Geneva, WI (1996), ISBN 0-7869-0460-7 .
  • TSR 2623 Colin McComb: On Hallowed Ground . TSR, Lake Geneva, WI (1996), ISBN 0-7869-0430-5 .
  • TSR 2624 Ray Vallese: Uncaged: Faces of Sigil . TSR, Lake Geneva, WI (1996), ISBN 0-7869-0385-6 .
  • TSR 2625 Monte Cook: A Guide to the Astral Plane . TSR, Lake Geneva, WI (1996), ISBN 0-7869-0438-0 .
  • TSR 2630 Colin McComb: Faces of Evil: The Fiends . TSR, Lake Geneva, WI (September 1997), ISBN 978-0-7869-0684-0 .
  • TSR 2633 Bruce R. Cordell: A Guide to the Ethereal Plane . TSR, Lake Geneva, WI (1998), ISBN 0-7869-1205-7 .
  • TSR 2634 Monte Cook & William W. Connors: The Inner Planes . TSR, Lake Geneva, WI (1998), ISBN 0-7869-0736-3 .
  • TSR 2635 Monte Cook: Planescape Monstrous Compendium Appendix III . TSR, Lake Geneva, WI (1998), ISBN 0-7869-0751-7 .
adventure
  • TSR 2601 Richard Baker: The Eternal Boundary . TSR, Lake Geneva, WI (1994), ISBN 1-56076-843-6 .
  • TSR 2604 Colin McComb: Well of Worlds . TSR, Lake Geneva, WI (1994), ISBN 1-56076-893-2 .
  • TSR 2605 Skip Williams: In the Abyss . TSR, Lake Geneva, WI (1994), ISBN 1-56076-908-4 .
  • TSR 2606 Bill Slavicsek & JM Salsbury: The Deva Spark . TSR, Lake Geneva, WI (1994), ISBN 1-56076-916-5 .
  • TSR 2608 Steve Perrin: Fires of Dis . TSR, Lake Geneva, WI (1995), ISBN 0-7869-0100-4 .
  • TSR 2614 Bill Slavicsek: Harbinger House . TSR, Lake Geneva, WI (1995), ISBN 0-7869-0154-3 .
  • TSR 2619 Ray Vallese: Something Wild . TSR, Lake Geneva, WI (1996), ISBN 0-7869-0377-5 .
  • TSR 2626 Bill Slavicsek: Doors to the Unknown . TSR, Lake Geneva, WI (1996), ISBN 0-7869-0447-X .
  • TSR 2628 Monte Cook & Colin McComb: The Great Modron March . TSR, Lake Geneva, WI (1997), ISBN 0-7869-0648-0 .
  • TSR 2629 Monte Cook & Ray Vallese: Faction War . TSR, Lake Geneva, WI (1998), ISBN 0-7869-1203-0 .
  • TSR 2631 Monte Cook: Dead Gods . TSR, Lake Geneva, WI (1997), ISBN 0-7869-0711-8 .
  • TSR 2632 Monte Cook: Tales From the Infinite Staircase . TSR, Lake Geneva, WI (1998), ISBN 0-7869-1204-9 .

3rd edition

  • TSR 11850 Jeff Grubb, David Noonan, Bruce R. Cordell: Manual of the Planes . Wizards of the Coast (September 2001), ISBN 0-7869-1850-0 .
    • Since August 2003 with correction update to rule set edition 3.5

4th edition

  • Richard Baker, Rob Heinsoo, James Wyatt: Manual of the Planes . Wizards of the Coast (December 2008), ISBN 978-0-7869-5002-7 .

Derivative works

Novels

Blood Wars trilogy
  • TSR 2616 J. Robert King : Blood Hostages , Blood War Trilogy 1. TSR, Lake Geneva, WI (January 1996), ISBN 0-7869-0473-9
  • TSR 2617 J. Robert King: Abyssal Warriors , Blood War Trilogy 2. TSR, Lake Geneva, WI (June 1996), ISBN 0-7869-0501-8
  • TSR 2618 J. Robert King: Planar Powers , Blood War Trilogy 3. TSR, Lake Geneva, WI (August 1997), ISBN 0-7869-0532-8
Single volumes
Unofficial works
  • James Alan Gardner : Fire and Dust (1996)
    A rejected draft manuscript by the author, which was then published free of charge as fan fiction on the Internet.
  • Rhyss Hess (Ed.): Planescape: Torment Novelization
    A novel version of Planescape: Torment compiled from the computer game dialogues and distributed online , as an alternative to the official novel by Ray and Valerie Vallese, which differs greatly from the game. Later added to the bonus material as an e-book called "Chris Avellone and Colin McComb book" when the game was re-released on September 28, 2010 on GOG.com .

Games

Computer games

Further

  • The Planescape Sketchbook (1994)
    Gen-Con - Special print of some drawings by Dana Knutson
  • Powers of Law (1995)
    miniature figures by the manufacturer Ral Partha (product code 10-521), UPC 042226105213
  • Planescape Conspectus (1996)
    Introductory brochure and product catalog for the Planescape scenario
  • The Unity of Rings (2000)
    comic by the Planescape Group (Monte Cook, Michelle Carter, Colin McComb, Ray Vallese & Andria Hayday), which was lost in the meantime and was published online for free after the rediscovery of Wizards of the Coast (see web links)

Awards

  • Origins Award
    • 1994: "Best graphic presentation for role-playing games" for Planescape Campaign Setting

literature

  • Harold Johnson et al. a .: 30 Years of Adventure: A Celebration of Dungeons & Dragons . Wizards of the Coast, 2004, ISBN 0-7869-3498-0 .

Web links

Individual evidence

  1. u. a. Gary Gygax : Dungeon Masters Guide. TSR, Lake Geneva, WI 1979, ISBN 0-935696-02-4 , p. 21.
  2. ^ Grubb: Manual of the Planes. 1987, p. 3.
  3. Johnson et al. a .: 30 Years of Adventure. Pp. 140-142.
  4. ^ A b c d e Gene Alloway: Feature Review: Planescape . In: White Wolf . No. 43 . White Wolf Publishing , May 1994, pp. 36-38 .
  5. a b Johnson et al. a .: 30 Years of Adventure. P. 142.
  6. a b Johnson et al. a .: 30 Years of Adventure. P. 145.
  7. Johnson et al. a .: 30 Years of Adventure. Pp. 142-145.
  8. Commons : Le Carceri d'Invenzione  - collection of images, videos and audio files
  9. Johnson et al. a .: 30 Years of Adventure. Pp. 145-146.
  10. Rick Swan: Role-playing Reviews . In: Dragon . No. # 207 . TSR , Lake Geneva (Wisconsin) July 1994, pp. 51-52 .
  11. a b Thomas "Brother None" Beekers: Tales of Torment, Part 1. (No longer available online.) In: RPGWatch. July 30, 2007, archived from the original on August 7, 2009 ; accessed on February 16, 2011 (English, interview with developers Chris Avellone and Colin McComb).
  12. ^ Scott Haring , Andrew Hartsock: Pyramid Pick: Planescape . In: Pyramid . tape 8 . Steve Jackson Games , August 1994.
  13. ^ Trenton Webb: Games Reviews . In: Arcane . No. 4 . Future Publishing , March 1996, p. 73 .
  14. thefreelibrary.com
  15. wizards.com
  16. planewalker.com
  17. a b ennie-awards.com
  18. index.rpg.net
  19. rpg.net
  20. ^ Allen Rausch: Magic & Memories: The Complete History of Dungeons & Dragons. (No longer available online.) In: GameSpy . News Corp. August 17, 2004, archived from the original August 7, 2009 ; accessed on March 18, 2012 (English).
  21. Richard "Jonric" Aihoshi: Planescape: Torment Special Report, Part 1. (Not available online.) In: RPGVault . News Corp. February 11, 2000, archived from the original on July 25, 2006 ; accessed on March 18, 2012 (English).
  22. boardgamegeek.com
  23. wizards.com
  24. u. a. set out in Cook: Planescape Campaign Setting: A Player's Guide to the Planes , pp. 14-32 and Hein, Beach & Salsbury: The Factol's Manifesto .
  25. Johnson et al. a .: 30 Years of Adventure. P. 146. They are intended to offer the player orientation and support in the struggle for survival.
  26. Cook: Planescape Campaign Setting: A Player's Guide to the Planes , pp. 3-4.
  27. wizards.com
  28. ^ A b c Steve Kenson: Profiles: J. Robert King . In: Dragon . No. 257 . Wizards of the Coast , Renton (Washington) March 1999, p. 120 .
  29. thinkage.ca ( Memento of the original from August 12, 2014 in the Internet Archive ) Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. @1@ 2Template: Webachiv / IABot / www.thinkage.ca
  30. wischik.com
  31. Sean Ridgeley: Planescape: Torment released on Good Old Games. In: Neoseeker . Neo Era Media Inc, September 28, 2010, accessed July 17, 2012 .
  32. wizards.com: The Unity of Rings: The "Lost" Planescape Online Comic Book ( Memento from December 6, 2003 in the Internet Archive )