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Planescape to languish in purgatory?
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<blockquote data-quote="Hexmage-EN" data-source="post: 8133596" data-attributes="member: 79428"><p>Personally I'm more interested in a book on the planes of the Great Wheel and why I as a DM should set adventures in them rather than one on Planescape in general and Sigil in particular. </p><p></p><p>I started playing D&D during 3.5, and when I Iooked through the planes presented in the DMG my initial thought for most was "why would my players ever go there?" When 4E came around and replaced the Great Wheel with the World Axis I found it to be a significant improvement for the following reasons:</p><p></p><ul> <li data-xf-list-type="ul">The planes were islands in an Astral Sea with ships that travelled between them, some being ships created by the gods themselves for various missions. A traveler might come upon an ark ship created by Bahamut, for example, captained by a powerful metallic dragon on a mission to rescue souls that are unable to enter the plane their soul was supposed to go to.</li> <li data-xf-list-type="ul">Each plane had at least one hook. Hestavar was the metropolis of the Astral Sea presided over by the gods of Light, Civilization, and Knowledge where even devils were welcome so long as they followed the law. One of the goddesses of Hestavar, Ioun, once had her own plane of Shom which was ruined and overrun by powerful monsters; as a result followers of Ioun hire adventurers to recover lost artifacts from the vaults of knowledge hidden in Shom. Carceri was where the gods created titans as weapons of war against the godlike elementals known as the primordials, and since the end of that conflict the plane has been on lockdown to prevent the means of creating titans from being used again (as a result Carceri is also used as a prison). Tytherion is the home of both Tiamat and Zehir, whose followers war against one another for control of the plane. Pluton is the graveyard of the gods where the most devoted followers of dead gods preside over tombs dedicated to them while trying to discover how their fallen patrons might be resurrected.</li> <li data-xf-list-type="ul">Instead of every single plane having it's own unique kind of celestial, for the most part the planes were filled with the souls of the exalted dead and overseen by angels of varying allegiances (most of which are highly professional freelancers who are dedicated to the gods but only serve a given god for a certain amount of time; an angel currently serving Pelor could have previously served Bane, for example).</li> <li data-xf-list-type="ul">These planes were extensively supported by adventures and lore in Dungeon Magazine and related character options in Dragon Magazine.</li> </ul><p></p><p>5E brought back the Great Wheel but largely seems uninterested in exploring it. Guardinals, archons, demodands, etc are nowhere to be found, not even mentions of them. Yugoloths have returned but have been massively reduced in importance; they are now said to have been commissioned by Asmodeus and created by night hags rather than being the original fiends, and the Blood War skips all the lower planes other than the Abyss and the Nine Hells thanks to the Styx allowing easy access to Avernus. </p><p></p><p>The designers almost seem to have brought back the Great Wheel just to placate people who hated 4E and have no true interest in using it or bringing back the other celestials and fiends. To be fair, the lack of the Dragon and Dungeon magazines has probably exacerbated the problem.</p><p></p><p>If anyone knows whether there are quality DMs Guild products covering Bytopia or Gehenna I'd be interested to know.</p></blockquote><p></p>
[QUOTE="Hexmage-EN, post: 8133596, member: 79428"] Personally I'm more interested in a book on the planes of the Great Wheel and why I as a DM should set adventures in them rather than one on Planescape in general and Sigil in particular. I started playing D&D during 3.5, and when I Iooked through the planes presented in the DMG my initial thought for most was "why would my players ever go there?" When 4E came around and replaced the Great Wheel with the World Axis I found it to be a significant improvement for the following reasons: [LIST] [*]The planes were islands in an Astral Sea with ships that travelled between them, some being ships created by the gods themselves for various missions. A traveler might come upon an ark ship created by Bahamut, for example, captained by a powerful metallic dragon on a mission to rescue souls that are unable to enter the plane their soul was supposed to go to. [*]Each plane had at least one hook. Hestavar was the metropolis of the Astral Sea presided over by the gods of Light, Civilization, and Knowledge where even devils were welcome so long as they followed the law. One of the goddesses of Hestavar, Ioun, once had her own plane of Shom which was ruined and overrun by powerful monsters; as a result followers of Ioun hire adventurers to recover lost artifacts from the vaults of knowledge hidden in Shom. Carceri was where the gods created titans as weapons of war against the godlike elementals known as the primordials, and since the end of that conflict the plane has been on lockdown to prevent the means of creating titans from being used again (as a result Carceri is also used as a prison). Tytherion is the home of both Tiamat and Zehir, whose followers war against one another for control of the plane. Pluton is the graveyard of the gods where the most devoted followers of dead gods preside over tombs dedicated to them while trying to discover how their fallen patrons might be resurrected. [*]Instead of every single plane having it's own unique kind of celestial, for the most part the planes were filled with the souls of the exalted dead and overseen by angels of varying allegiances (most of which are highly professional freelancers who are dedicated to the gods but only serve a given god for a certain amount of time; an angel currently serving Pelor could have previously served Bane, for example). [*]These planes were extensively supported by adventures and lore in Dungeon Magazine and related character options in Dragon Magazine. [/LIST] 5E brought back the Great Wheel but largely seems uninterested in exploring it. Guardinals, archons, demodands, etc are nowhere to be found, not even mentions of them. Yugoloths have returned but have been massively reduced in importance; they are now said to have been commissioned by Asmodeus and created by night hags rather than being the original fiends, and the Blood War skips all the lower planes other than the Abyss and the Nine Hells thanks to the Styx allowing easy access to Avernus. The designers almost seem to have brought back the Great Wheel just to placate people who hated 4E and have no true interest in using it or bringing back the other celestials and fiends. To be fair, the lack of the Dragon and Dungeon magazines has probably exacerbated the problem. If anyone knows whether there are quality DMs Guild products covering Bytopia or Gehenna I'd be interested to know. [/QUOTE]
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