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<blockquote data-quote="Ratskinner" data-source="post: 6053761" data-attributes="member: 6688937"><p>Well yeah, but 1e initiative was.....interesting.<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> Also, I just wanna be clear that I'm not trying to a jerk or anything. You're suggestion about Planescape just threw me for a loop, is all.</p><p></p><p></p><p></p><p>Its been a few years, and I've sold off the books, but I don't recall (outside of Planescape Campaign Setting products, anyway) Dark Sun, Krynn, or really anything but some FR products being affected terribly. (FR being the "kitchen sink" setting for 2e made it the dumping ground for a lot of things.) Much like Spelljammer, it was there if you wanted to delve into it, IME. I certainly didn't feel obliged to retrofit my non-Planescape campaigns.</p><p></p><p>I guess I'm just not seeing what makes Planescape special/insidious in your view. Could you give me an example of how you might have had to adjust or rework something in a campaign that wasn't PS-aware? What was it about Planescape that made it different from Spelljammer? Was it just that Planescape was more popular, and thus had more product-weight eventually? In what way did Planescape not fit the model we both agree should be followed for Next?</p><p></p><p>I mean, I see things like the Four Classical Elements (Earth, Air, Fire, Water) and the tic-tac-toe alignments as far more insidious because they are (often) written right into the rules. If anything, they are what ends up "constructing" the Great Wheel and the Planescape setting. If you want to run D&D and change those things....you've got a lot of work to do: editing spell lists, rewriting rules about vulnerabilities/immunities, etc. Without those two cosmological constructs, a good portion of the game (at least most editions) doesn't make sense anymore.</p><p></p><p></p><p></p><p>Other than Planescape Campaign Setting products (though there were quite a few of them), I don't remember much being forced or leaking onto other campaigns setting. Certainly Planescape wasn't core. Heck, it got dumped for 3e (aside from Sigil being added to the Great Wheel.)</p><p></p><p><span style="font-size: 10px">Regarding a Manual of the Planes...well I've got a book from WotC called <u>Chessboards: The Planes of Possibility</u> for an old "game" called The Primal Order. Its much more what I would expect/want, basically giving you everything you need to generate your own cosmology. Of course, The Primal Order was about playing gods.<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </span></p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6053761, member: 6688937"] Well yeah, but 1e initiative was.....interesting.:p Also, I just wanna be clear that I'm not trying to a jerk or anything. You're suggestion about Planescape just threw me for a loop, is all. Its been a few years, and I've sold off the books, but I don't recall (outside of Planescape Campaign Setting products, anyway) Dark Sun, Krynn, or really anything but some FR products being affected terribly. (FR being the "kitchen sink" setting for 2e made it the dumping ground for a lot of things.) Much like Spelljammer, it was there if you wanted to delve into it, IME. I certainly didn't feel obliged to retrofit my non-Planescape campaigns. I guess I'm just not seeing what makes Planescape special/insidious in your view. Could you give me an example of how you might have had to adjust or rework something in a campaign that wasn't PS-aware? What was it about Planescape that made it different from Spelljammer? Was it just that Planescape was more popular, and thus had more product-weight eventually? In what way did Planescape not fit the model we both agree should be followed for Next? I mean, I see things like the Four Classical Elements (Earth, Air, Fire, Water) and the tic-tac-toe alignments as far more insidious because they are (often) written right into the rules. If anything, they are what ends up "constructing" the Great Wheel and the Planescape setting. If you want to run D&D and change those things....you've got a lot of work to do: editing spell lists, rewriting rules about vulnerabilities/immunities, etc. Without those two cosmological constructs, a good portion of the game (at least most editions) doesn't make sense anymore. Other than Planescape Campaign Setting products (though there were quite a few of them), I don't remember much being forced or leaking onto other campaigns setting. Certainly Planescape wasn't core. Heck, it got dumped for 3e (aside from Sigil being added to the Great Wheel.) [SIZE=2]Regarding a Manual of the Planes...well I've got a book from WotC called [U]Chessboards: The Planes of Possibility[/U] for an old "game" called The Primal Order. Its much more what I would expect/want, basically giving you everything you need to generate your own cosmology. Of course, The Primal Order was about playing gods.;) [/SIZE] [/QUOTE]
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