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<blockquote data-quote="ax0n" data-source="post: 157806" data-attributes="member: 1360"><p>What you have to remember is that the set of possible cosmologies and planes is infinite. But, we are dealing in rather realistic, game-realted terms with the sub-set of <em>playable</em> cosmologies and planes. Its still an infinite set, just a slightly smaller infinity.</p><p></p><p>That is, GMs and cosmologists want to be able to describe the relative 'sizes' of their planes. This still allows you to describe your planes in the mathematical, abstract way you have, but at the end of the day you'll want to let people into your planes to play around and explore which is where our rules come in. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>A commmon misconception about our rules is that they represent an attempt to classify planes not only in game terms, but in metaphysical tersm. We leave all the metaphysical details of planes upto the cosmology designer (or cosmologist as we term them). The rules are mostly a helpful shorthand to categorise planes in a way helpful to GMs. This is the general assumption I've made when designing plane's, as it makes for the most magical, non-scientific cosmology. The condition that they don't need to be in contact, however, is wrong.</p><p></p><p>What I was trying to say above is that every plane needs to be in contact because if it is isn't in contact and how can it exist? If we make the assumption that a plane exists but is unreachable, with nothing connecting it, then what is between the plane's we know and this unreachable plane? This leads to the fallacious and contradictory idea that we have to consider the something that is nothing between us and the unconnected plane. Hence, by contradiction our initial assumption must be false, there can never be an unconnected plane.</p></blockquote><p></p>
[QUOTE="ax0n, post: 157806, member: 1360"] What you have to remember is that the set of possible cosmologies and planes is infinite. But, we are dealing in rather realistic, game-realted terms with the sub-set of [I]playable[/I] cosmologies and planes. Its still an infinite set, just a slightly smaller infinity. That is, GMs and cosmologists want to be able to describe the relative 'sizes' of their planes. This still allows you to describe your planes in the mathematical, abstract way you have, but at the end of the day you'll want to let people into your planes to play around and explore which is where our rules come in. :) A commmon misconception about our rules is that they represent an attempt to classify planes not only in game terms, but in metaphysical tersm. We leave all the metaphysical details of planes upto the cosmology designer (or cosmologist as we term them). The rules are mostly a helpful shorthand to categorise planes in a way helpful to GMs. This is the general assumption I've made when designing plane's, as it makes for the most magical, non-scientific cosmology. The condition that they don't need to be in contact, however, is wrong. What I was trying to say above is that every plane needs to be in contact because if it is isn't in contact and how can it exist? If we make the assumption that a plane exists but is unreachable, with nothing connecting it, then what is between the plane's we know and this unreachable plane? This leads to the fallacious and contradictory idea that we have to consider the something that is nothing between us and the unconnected plane. Hence, by contradiction our initial assumption must be false, there can never be an unconnected plane. [/QUOTE]
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