Variant Planescape Campaigns (PWH)

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A group made up of both planars and primes encompasses a great variety of skills and knowledges—a boon to all involved. The planars have the information and attitude, while the primes contribute a fresh perspective and can offer new insights that planars—many of whom already believe they know all the answers—might overlook.
==Single Race Campaign==
With this option, all of the players create characters from one of the races unique to the Planescape campaign setting (bariaur, githzerai, or even one of the plane-touched). Such PCs might be members of the same family or on some sort of racial mission for an important leader on their home plane. The plane-touched rarely gather together and have no racial society, though, so this type of campaign might prove quite a stretch for them.
The DM might also allow a group of planar demihumans (elves, dwarves, halflings, or gnomes), normally discouraged as player characters.
==Planar Creature Campaign==
For a short-term, high-powered, and entertaining variant campaign, the players create characters from native planar creatures. This campaign inspires a new perspective on the creatures of the planes, a unique look at their alignment and societies (do aasimon have free will? If so, how much?), and the chance to focus on a single plane (assuming that the creatures originate on the same plane).
Players shouldn't play fiends of any kind. First off, groups of evil characters just don't work well together. Second, no one wants to glorify the horrible things that fiends do. Some recommended creatures include aasimon, archons, baku, einheriar, (rogue) githyanki, modrons, slaadi, and elementals of any type.
==Single Goal Campaign==
In this type of campaign, all player characters share a similar goal or ethos. They could all belong to one faction, for example, and be highly involved in the politics of that faction. Or they could all be minor proxies of one power, gathered together to perform missions for their deity.
==Partial Planescape Campaign==
DMs who already have an ongoing AD&D campaign can easily incorporate Planescape material into their games. PCs can discover a stable conduit or gate to another plane, or possibly a portal to Sigil. They're given the chance to wander the planes without being "forced" to remain there. Simply being aware of the scope of the multiverse will probably draw them into planar adventures. The DM can have some adventures wholly related to their home world, with the rest taking them to a far-flung plane. And planar creatures and situations can certainly intrude into their own world.
The reverse makes for an interesting campaign as well. Planar characters become involved in a prime world, having about half of their adventures there. Perhaps they simply explore the Prime for reasons of their own (magic, information, or adventure) or adopt the place as their new home.
==Elemental Campaign==
This campaign type utilizes only the Inner Planes. In such a game, the Great Ring, for whatever reason, is rarely traveled to—perhaps it's completely unattainable. This game stresses the conflicts between elements as well as within the elements, as differently aligned factors struggle for control. Not all elemental creatures share the same ethos; fact is, while the Elemental Planes as a whole are considered "neutral," the creatures on them have as many varied viewpoints and philosophies as natives of the Great Ring.
DMs will find that this limited campaign has a few advantages. (These advantages also generally apply to the One and Two-Plane Campaigns, described below.) First, it decreases the amount of information to keep track of—fewer planes, fewer things to deal with. Second, it allows the adventures to focus on a smaller area. Sure, each Elemental Plane is infinite, but fewer infinities are better than more. Third, the DM can devote more time and detail to the setting, making the adventures more personal and the impact of the characters' actions more immediate. Develop the nonnative populations on the plane, their cities, their relations with the natives, and the unique quirks regarding life surrounded by elemental forces.
Consider PCs based on the plane of Air. It's one of the most survivable planes other than the Prime, yet it's alien enough to make it feel very different. Even in a "normal" game that uses all of the planes, the plane of Ai.r makes an interesting base of operations for the PCs. (Refer to the "Planar Kits and Proficiencies" chapter for a kit appropriate to nonnative residents of the plane of Air.)
==The One-Plane Campaign==
Rather than being planewalkers, the player characters generally remain on one plane—one other than the Prime Material. They're fundamentally involved in the events, politics, and people on the plane. They adapt to that plane's idiosyncracies, growing accustomed to them or learning to counter them effectively. This can be an interesting sort of campaign for clerics and other religious-based characters serving on the home plane of their deity. Defending the realm and other areas on the plane can be a full-time job, and might offer a number of potentially big rewards.
On the other hand, PCs can take the role of "freedom fighters" or something similar on a plane of an alignment opposite to their own—like the Desderain of the Abyss. Or the PCs could simply be native adventurers who confine their activities to their home plane.
Obviously, the DM has to detail the plane in ways not covered in any existing product. Every plane is infinite, so there's literally no limit to the landscapes and creatures a DM can place on any given plane.
==The Two-Plane Campaign==
This campaign involves two planes linked by a commonly accessed portal or gate. One obvious setting is a gate-town on the Outlands and the plane it touches. A portal linking two opposed planes would need to be guarded at all times. It would also offer the potential for cutters from one side to perform quick strikes upon their foes on the other. Wars based around a single portal that allows only a few soldiers at a time to pass through would be very different in style and approach from normal mass conflicts.
The DM could also take two completely unrelated planes (such as Acheron and the plane of Water), postulate that a newly discovered portal exists between the two, and go from there. What sort of effects would this new portal create? Could trade exist? What if folks on one side of the portal wanted to invade the other?
PCs in a two-plane campaign might fill a number of roles: Planar merchants who travel back and forth between the two linked areas; diplomats seeking to prevent war; mercenaries or spies for either side; or simply adventurers who discover something special about the linked planes, realizing how their actions (and the actions of others) affect not only the plane they're on but the rest of the multiverse as well. It's those kind of discoveries that illustrate the infinite wonders of the multiverse, and make Planescape campaigns truly unique.