RPG Evolution: Multiverses All the Way Down

Popular franchises eventually revert to the norm: a multiverse.

Movies and TV shows are coming around to an idea gamers are long familiar with: with a multiverse, anything is possible.

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Picture courtesy of Pixabay.

Multiversal​

The concept of a multiverse has been around for some time, with rich roots in geek media. It debuted in the Flash comics in 1961 and was a key part of Michael Moorcock's novels in 1963.

There are many other conceptualizations of the multiverse in fiction of course, but Moorcock's Eternal Champion codified the idea of variants worlds with some commonalities:
Central to these works is the concept of an Eternal Champion who has potentially multiple identities across multiple dimensions. The multiverse contains a legion of different versions of Earth in various times, histories, and occasionally, sizes. One example is the world in which his Elric Saga takes place. The multiplicity of places in this collection of universes include London, Melniboné, Tanelorn, the Young Kingdoms, and the Realm of Dreams.
In the comic "Flasth of Two Worlds!" Earth-Two is introduced along with a DC multiverse, in which it's possible to have variant characters exist simultaneously. Barry Allen teams up with Jay Garrick (the Golden Age Flash) to defeat a rogue's gallery of villains. The idea of a multiverse kicked off a series of crossovers in which DC was encouraged to revive other Golden Age characters who were no longer in print. This concept has become a key part of the Flash franchise, featuring in the television series and the upcoming movie.

And of course, the Marvel Cinematic Universe has made the multiverse a key part of how it explains time travel, featuring prominently in the Avenger movies, and later Spider-Man and Dr. Strange.

Thanks in part to Elric's influence on Dungeons & Dragons, the various planes of existence and the campaign worlds therein have come to be described as a multiverse.

Multi-me, Multi-you​

The idea of crossing universes is not new to D&D, and was part of the original Boxed Set. But the concept of a multiverse appears later in the First Edition of Advanced Dungeons & Dragons, in the Player's Handbook:
"There exist an infinite number of parallel universes of existence in the fantastic "multiverse" of Advanced Dungeons & Dragons. All of these "worlds" exist, but how "real" each is depends entirely on the development of each campaign referee."
The implications of such a multiverse went largely unexplored, with the implication that each individual dungeon master's campaign world existed in a network with a common rules system, and therefore a multiversal argument could be made that any character jumping from one game world to another would reasonably expect similar (but not the same) baseline worlds, even if the names were changed. It wasn't until two capstone settings were introduced that the multiverse was truly explored.

The two settings were Planescape and Spelljammer respectively. Planescape explored the basics of dimensional planes and how they might interact, positioning them as worlds in their own right (and not just exotic places to be visited by characters from the Prime Plane). Conversely, Spelljammer created crystal spheres, each of which represented a published or homebrew campaign world that characters could sail to and from. With the release of both of these settings the multiverse felt a lot less distant.

The baseline assumption for Fifth Edition is that the multiverse encompasses everything in D&D, including each DM's campaign. Mordenkainen's Monsters of the Multiverse further tweaked monsters by removing setting-specific lore and alignments, allowing near infinite variants of creatures that could fit in any world.

Given the massive diversity of gaming campaigns, it's not a surprise that D&D uses a multiversal model to explain the setting.

Multiversal Advantages​

A universe of multiple worlds, all potentially variants that have some baseline assumptions but are otherwise unique, makes it easy to justify just about anything. In addition to creating a justification for time travel (like the Marvel movies), revive older characters (like the Flash comics), or provide a justification for familiar-but-similar world-hopping (like the Elric novels), a multiverse provides legitimacy to all worlds. A multiversal approach ensures that not just every world is possible, but that they all exist at the same time. This hodgepodge of ideas is well-known in video games like Fortnite and role-playing games like Rifts.

As franchises get long in the tooth, settings increasingly revert to the baseline of a multiverse to provide additional challenges. This has always been the case in D&D, where adventurers would visit other planes with more dangerous entities as they leveled up. "Normal" settings establish basics like gravity, a relatable ecosystem, breathable air, etc. By creating exotic places with alien worlds, the challenges increase and monsters that would surely destroy a home world can feasibly exist in their native dimension. The more powerful the heroes get, the more their adventures are likely to span other worlds -- and beings from other worlds are likely to visit their home world.

In short, once a setting has been around long enough, it defaults to a multiversal constant. No wonder then that D&D has come around to embrace the multiverse. The concept of a multiverse legitimizes every individual dungeon master's campaign. Like the multiverse itself, the possibilities are endless.
 

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Michael Tresca

Michael Tresca

Another early example would be the Wood Between Worlds, In The Magician's Nephew (1955).

But there are traditional folk tales about people passing into "fairyland" going back a long long way. I can find documentary evidence pushing it back about 500 years, but it's clearly a much older oral tradition.
 
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It's funny. One of my early characters as a kid used the whole "I'm from Earth, thrust into a fantasy world" trope, but as time has gone on, apart from Ravenloft, I really rarely use a Multiverse in a given campaign.

I think when most people use Multiverse as a storytelling trope now, it's more akin to the "Mirror Universe" in Star Trek, wherein the two or more universes presented are very similar with just tweeks. There is often a lot of hand waving involved. So if presented with the idea of world hopping between say Toril and Athas, does it really feel like Multiverse, as those two worlds have no real points of commonality, by which I mean shared characters. From a thematic standpoint, isn't traveling between two game worlds that are not divergent concepts just functionally the same as planar or space travel?

If anything, an argument can be made that stories like Flash of Two Worlds, Mirror Mirror, or Marvel's What If have fixated the multiverse concept for the contemporary audience on the notion of "the twist?" "The world you know, but evil" being the most used trope I would expect.
 

The trope "human from our Earth in a fantasy world" has got the name "isekai", because this is the name used in the manganime subgenre.

The idea of multiverse could allow an explanation of possible future reboots and retcons if these could be necessary or justified, or crossovers.

I feel curiosity for possible fanfiction about alternate Dragonlance timelines. Someones could be published in DMGuild, as light novels or webcomics.

* If Hasbro is interested into crossovers with D&D, the cosmology of the D&D multiverse could be redesigned. We shouldn't be too surprised if we see "collabs" in the VTT, for example a pack with the characters and monsters of "Legend of Zelda" or "Final Fantasy" for example.
 

The thing I like about Gundam's multiverse is that it is an excuse to explore lots of different iterations of the mecha battle concept, but without all the crossovers and continuity tracking that ensues. Just lots of unique and interesting one/two-and-done series, except for one "prime timeline" of series and films.
 

DavyGreenwind

Just some guy
It isn't so clean as that.

The first comics-title crossover appears to have happened in All Star Comics #3, in 1940, establishing the Justice Society of America, and characters who before had only been depicted individually actually shared a universe.

The first universe-crossover story was then in Wonder Woman #59, May 1953, in which WW finds a parallel mirror world, and meets another world's version of herself, Terra Terruna, and the concept of these parallel words is revisited a few times in the pages of Wonder Woman.

"Flash of Two Worlds" officially names and stabilizes the concept for use throughout DC comic, almost a decade after it was introduced in WW.
ACTUALLY

The first known theory of a multiverse came from the Atomist school of thought in ancient Greece, led by a couple dudes named Leucippus and Democritus, in the 5th century B.C.E, who believed that the collision of atoms led to infinite parallel worlds.
 

The trope "human from our Earth in a fantasy world" has got the name "isekai", because this is the name used in the manganime subgenre.

The idea of multiverse could allow an explanation of possible future reboots and retcons if these could be necessary or justified, or crossovers.

I feel curiosity for possible fanfiction about alternate Dragonlance timelines. Someones could be published in DMGuild, as light novels or webcomics.

* If Hasbro is interested into crossovers with D&D, the cosmology of the D&D multiverse could be redesigned. We shouldn't be too surprised if we see "collabs" in the VTT, for example a pack with the characters and monsters of "Legend of Zelda" or "Final Fantasy" for example.
You call it "isekai" because you learned of it from anime. But the trope is much older than anime and was not invented in Japan. For someone who is not Japanese to use the term sounds like cultural appropriation to me.
 

Technically you are right, the subgenre existed (for example Peter Pan or Wizard of Oz) decades before the manga was popular in Western. But I don't mind to use a no-English word for that.

And I don't mind what are your rules about cultural appropiation. If "Wish", the comingsoon Disney movie could have used Spain as source of inspiration... Should I complain about cultural appropiation or would be better to prepare a commercial strategy to promote tourism in different Spanish zones using that movie as hook?
 

delericho

Legend
Anyone even tampering with "softening" up Dark Sun already ruined the damn setting remaster before it even began.
Agreed.

I'm increasingly inclined to think they should have held their nerve with using Athas as the setting cameo in Spelljammer (the one that became Doomspace). If the "best case" for them using the setting involves a dread reimagining, it might be kinder just to drop it into its sun.
 

Lanefan

Victoria Rules
While multiverses might work fine for Dr Strange etc., I've never bought into the concept for an RPG setting.

Each plane of existence might look like a whole universe when looked at from the inside; but it's a mere subset of the actual universe in which all those planes reside. As for time travel splitting fates and causing new universes etc. there's still only ever one: changing something in the past kills the old universe even as it creates a new one (which may or may not be very close to exactly the same).
 

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