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  • Broken Base:
    • The Factions as a whole earn this, with many fierce wars about whether this faction or that is well-written or not. In general, fans tend to either love the Factions as a whole or hate them, and this gets more heated when you look at the factions individually.
      • The Xaositects faction in particular earns a lot of flak because their faction write up actually holds up Chaotic Stupid as an ideal to live up to. Needless to say, many DMs ban party members from belonging to this faction.
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    • The Blood War is regarded by many fans as being an incredible, epic piece of background lore and iconic to the setting... and a significant number instead hate it, generally citing its Plot Tumor nature. 4th edition Dungeons & Dragons actually got rid of the Blood War as it used to be, downgrading its importance on the cosmological scale and changing it from a traditional Forever War to instead going through eons-long "hot" and "cold" phases of active conflict vs. rebuilding and resupplying for the next round, because the designers felt it was overdone, over-hyped, and tended to overshadow everything else about Sigil and the planes.
    • The Faction War is a deeply controversial aspect of the setting, resulting in deep divides between those who loved the original factions and those who hated them. What makes this more contentious is that both 3rd and 4th edition used the post-Faction War version of Sigil as the default in their cosmologies.
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    • Whether the Lady of Pain is a good concept, forcing limits on the setting by just existing, or is a ridiculous excuse for screwing players.
  • Complete Monster: See here.
  • Ensemble Dark Horse: Shemeshka the Marauder is an arcanoloth of Ambiguous Gender and one of the biggest influencers in Sigil. On top of reveling in her Neutral Evil-dom, her popularity is presumably one of the reasons why the arcanoloths became their own race (the Ravaasta) in 4e's World Axis cosmology — and it's certainly why Shemeshka was basically established as having obtained her desire of becoming the most powerful and influential woman in Sigil's 4e version.
  • Fanon Discontinuity: You would be very hardpressed to find a self-described Planescape fan who likes 4th edition's "planar material", with the biggest sticking points being the replacing of the Great Wheel cosmology with the smaller, more compact and explicitly non-Character Alignment-based World Axis, and the insistence on using a post-Faction War version of Sigil. While fans of the 4e-era cosmology do exist, they tend to be rather uninterested in Planescape.
  • Hilarious in Hindsight:
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    • The name of members of the Society of Sensation, "Sensates", after the release of Sense8. The Sensates' signature gadgets, the sensory stones, are even designed to be a (limited, low-bandwidth) way of "sharing sensation" the way the main characters of Sense8 do.
    • And for an earlier and more famous work by The Wachowskis, the fact that the Signer faction is searching for an omnipotent Reality Warper known as the One.
  • Moral Event Horizon: Rowan Darkwood. His plans to instigate the Faction War involved taking control over the Mercykillers. He couldn't do that without seducing Alishon Nilesia, who while being a Knight Templar, was a 19-year old girl. After winning her heart, he persuaded her to marry him and involve him in her faction's chain of command. Then he sold her into slavery to the fiends.
  • Nightmare Fuel: All of the Lower Planes. Nightmare Fuel can appear in other places throughout the setting as well.
    • Special mention goes to the Inner Planes. The four Elemental Planes can be scary enough (you fall until you die of dehydration, drown, get crushed or burned alive) and the Paraelemental Planes (the four planes between the Planes of Air, Water, Earth and Fire) can put one in the dead-book real fast by either freezing, corrosion, melting or suffocation. But it's the Quasi-Elemental Planes that get real scary. Here a berk can get roasted by lightning, fossilized, blinded and incinerated, boiled alive, burned by cinders, disintegrated, have all the water sucked out of your body or just die from exposure to a vacuum. Things get extra fun when you land in the area where a Quasi-Elemental Plane borders another or one of the Para-Elemental Planes. And that's nothing to say about what the Positive and Negative Energy Planes can do to a body...
      • To put things in proper perspective, one part of the Elemental Planes is an infinite desert of radioactive dust. And there's no known cure for radiation poisoning in Sigil.
  • Paranoia Fuel: Portals. They can be anywhere. Any opening can be a portal, from a door to a rat hole to the opening in a barrel to an arch over a street. It's impossible to be certain where one may pop up until someone stumbles by with that portal's key, which can be anything from a priceless artifact to a stray thought or memory. And they can lead anywhere, from Mount Celestia to Toril to any of the Nine Hells. It's an accepted risk to living in Sigil that one can trip right into a portal without knowing it and end up on another plane altogether. Just walking into your front house can lead you to the Ash Wastes. Even worse is the Hive, where any random puddle could be a one-way and permanently active portal to the Paraelemental Plane of Ooze.
  • Retroactive Recognition: One of the key writers for the campaign was Tony DiTerlizzi, who would later go on to write The Spiderwick Chronicles (along with Holly Black) and the WondLa series, both of which later became favorites of children's literature.
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