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Faction War (2e) $19.95 $9.99
Publisher: Wizards of the Coast
by Raistlin W. [Verified Purchaser] Date Added: 06/01/2006 00:00:00

Faction War is the ending adventure for the Planescape setting, and was thus intended to wrap up all of the setting's loose ends once and for all. Planescape never really had a real metaplot -- though they sure tried with the last series of products -- but for what it's worth, here's how it ends.

The plotline is that one of the biggest villains in the setting finally decides to make his move, and step one is stirring Sigil up into a huge war between the factions. He should be easily stoppable, but all the characters who could do so seem to disappear or are "laying low" during the adventure so it's up to the PCs.

The product consists of a series of loosely related adventures that involve the players going to various places to witness NPCs doing things. It's a lot like a White Wolf adventure in that way.

<br><br><b>LIKED</b>: The backstory is actually pretty interesting, and this adventure would have made an interesting novel. Unfortunately, as the book even admits itself, there's no way the PCs will ever find out what's really going on; most of the events that take place are deeply ironic in one way or another, but the players are never let in on the joke. Still, it's quite a good joke in the end.<br><br><b>DISLIKED</b>: There's really nothing here. The previous products (Great Modron March and Dead Gods) have all been leading up to this, and it's underwhelming ... just a couple of routine missions set in a war-torn Sigil, a grand finale no one but the DM can appreciate, and no real way to influence the outcome. It's sad that such a vibrant and creative setting had to end in such an uninvolving way.<br><br><b>QUALITY</b>: Disappointing<br><br><b>VALUE</b>: Disappointed<br><BR>[THIS REVIEW WAS EDITED]<BR>

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Faction War (2e)
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