One of my friends is playing through Planescape: Torment for the first time (while I'm replaying in for the umptenth) and needless to say he fell in love with the setting.
I think in a way Torment doesn't reflect the setting because so much of Torment's awesome comes from the specific characters and specific stories and quests that aren't directly reliant on the setting. Sure, the setting is cool, but it's what you do with it. In other words, a great DM's home game does not necessarily reflect your own attempt if you pick up the books and try it yourself. But hey, it's always about making it your own, right?
So yesterday we were talking about starting a Planescape campaign. We discussed systems a bit, but then I turned the focus to the campaign itself. Let's first figure out what we'll be doing before we pick a system. What do the players do, what do the characters do?
And I'm skeptical. Planescape is this pool full of odd and strange and wonderful ideas, but I'm not sure what to do with them. Yes, it's ripe with possibility, but I don't know how to harness it. I'm also a DM that gets very impatient with official settings. I abhor canon and take it far too seriously at the same time (my own fault).
My friend is extremely enthusiastic to either play or run a game in the setting and I don't want to disappoint him. I bailed out on the role of the DM (something I literally never do) and I can't even figure out how I could play in this possible campaign without it feeling a failure. I'm honestly thinking of saying "play this without me" (which I think is another unprecedented thing in our group).
So, if you've ever played in the setting, tell me about your Planescape games. Tell me how you made it work. Help me figure it out. I'd love to hear very practical, ground up social contract, premise, agenda, DM techniques sort of stuff.