Game Vortex Interviews
Chris Avellone, Lead Designer for
Planescape: Torment. Need I say more?
Do you think the mystery and mystique of the Planescape setting worked for or against Torment?
It worked for it in terms of the game; there were some incredible locations and plot elements we were able to bring to the game just because it was in the Planescape setting. We could have succubi allies, strange spells, items that were abstracts given substance (have you ever held beauty in your hand? In Planescape, you can), weapons that were shaped by the owner's personalities, and all sorts of other cool shit. Belief matters in Planescape – everything your character thinks, or holds faith in, can have a physical impact on the multiverse. When I first started reading about the Planescape setting, it totally wowed me. I'm concerned that some gamers might be put off of by some of non-traditional aspects of the setting, but I encourage them to try it anyway – they won't be disappointed.GV:
What do you think truly sets Torment apart from the other CRPGs around nowadays?
Probably the settings, the characters, and the situations. The settings and situations in Planescape tend to be more bizarre and disorienting than conventional high-fantasy worlds. And as for the characters, well, you'll pick up on their depth when you play the game. You're given a lot of interaction options with just about everyone in the game, and their quirks should quickly become apparent.GV:
Do any of you actually play AD&D? A Planescape campaign?
I think a number of us used to play AD&D, but we don't have much time for it anymore, except at conventions and tradeshows (we had a good time running some Planescape games at GDC). I've never run an actual campaign in the Planescape setting, but I used to be the dungeon master for what seemed like the longest run on the Temple of Elemental Evil in Greyhawk when I was in high school and college.GV:
and, finally . . .
-Sunfall to-Ennien, GameVortex Communications
(AKA Phil Bordelon)