Person of Interest and Planescape

At first glance, this seems like a strange mix, and it surely is – but I’m not proposing a full-fledged crossover here. A more interesting idea from a gameplay perspective is to take the structure of Person of Interest and apply that to Planescape. It would work like this:

The player characters are based in Sigil. At intervals, they receive the details of a person in trouble, whether as perpetrator or victim, from an unknown source that apparently has limited foreknowledge. (It’s possible that this source may even be the Lady of Pain, although it would certainly be unwise to say so directly to her.) This would work particularly well for a party of mixed alignments, although less well if any of them were evil or lawful alignments. And as to factions, I wouldn’t presume to dictate – the majority of factions would work fairly well with this setup. And the missions can take place literally anywhere across the Planescape – although it’s probably wise for at least half of them to be set in Sigil. Thus, the structure provides a great way to introduce elements of the setting, especially planes and factions.

The beauty of the structure is that it can happen as often or as rarely as you like. If the players want to pursue other missions, that’s fine too, but if they like, the whole game can be on the Person of Interest model. If the POI missions pop up a lot, you’re probably best advised to construct some sort of metaplot tying most, if not all, of the missions together – perhaps the Lady has a particular goal in mind that she’s manipulating probabilities towards…

Person of Interest   Planescape