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Why I feel so abysmally let down by the "Ravnica" news...
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<blockquote data-quote="QuietBrowser" data-source="post: 7470621" data-attributes="member: 6855057"><p>While I mostly was going to comment on some of the comments made here, I thought I owed it to the opening poster to give my two bits.</p><p></p><p>In all honesty? I am probably more excited for Ravnica than I would have ever been for a 5e Planescape. I have ranted on this subject enough that anyone who remembers my name is probably already cringing, so I'll be brief; I do not like the Great Wheel, I think 5e's rendition of it is a marginal improvement, and I have always found Planescape in general to be a poor execution of a great idea.</p><p></p><p>I am mildly disappointed about the Eberron treatment, but I would rather have something polished and refined through community feedback than something that shamelessly allows itself to be broken just to wring money out of its fanbase.</p><p></p><p>I didn't know much about Ravnica. The simple fact it was something other than yet more Forgotten Realms material was all I cared about; that was enough to make me happy. But the more I find out about it, the more interesting I find it. This is the kind of genuinely off-the-wall, crazy high fantasy that I love. I know it sounds strange, since on the surface the two are completely unalike, but it reminds me of the Nentir Vale. It's got that same willingness to shuck off stale "D&Disms" and go with interesting, new, exotic ideas; the Black/Green Guild of vermin-tamers, necromancers and fungus-druids is actually a provider of food and shelter to the poor; the Green/White Guild is a cult of well-intentioned extremists out to eliminate free will and independent thought; the Blue/Red Guild and Blue/Green Guilds are shamelessly crazy magical versions of mad science. Ravnica is something NEW to me, and it's already looking promising.</p><p></p><p>I could be mad about the settings I'm not getting. I would have liked a 5e Spelljammer. I would have killed for a 5e Nentir Vale. But it's unproductive. I'm getting something different to the Forgotten Realms, something different to Planescape. That's all I care about. I have high hopes for Ravnica - I want to see things like a Gorgon PC race or rules for magitek. But it will have to work very, very hard to disappoint me, even though I will probably be paying something like $10-20 more than the US fans will be.</p><p></p><p>Honestly, I hope Ravnica does well. I want, more than anything, to see more of these "D&Difications" of MtG worlds. I don't care if it has to be included as just one chapter in a single MtG splatbook; I would kill, maim and burn for a 5e Kamigawa splatbook giving me official ratfolk and kitsune PC races for 5e.</p><p></p><p></p><p>This is the way I see it: Planescape does NOT equal Sigil. At its core, Planescape as a setting is built on the idea of Cosmic Fantasy; its "hook" is adventuring across the high fantasty realms of the multiverse, traveling the planes and adventuring in the most exotic of regions.</p><p></p><p>That's not what Ravnica is about. Ravnica is hyper-Urban Fantasy; it's about cityscape adventures and political factioneering. There have been Planeswalkers visiting, but it's not like Sigil; it has no particular connections to other planes.</p><p></p><p>On the surface, yes, that is overlapping with Sigil. But let's be fair; it's overlapping with Sharn, it's overlapping with Waterdeep, it's overlapping with a lot of "big cities" across D&D.</p><p></p><p>Ravnica doesn't invalidate the idea of Planescape because, at its core, Planescape should be about exploring the planes - which gives Sigil a role because it's always supposed to have been a "gateway hub", an easy way to explain how you're getting across the multiverse. Ravnica arguably does the urban fantasy and magical realpolitik angle better, because Sigil's Factions were always kind of... incoherent, but let's face it; Sigil's intended purpose was a glorified waystation, and it grew beyond its boots mostly because the Great Wheel was so damn hard for many people to work adventures out of.</p><p></p><p></p><p>Don't know if this was answered already, but the Faction War was NOT that destructive. It ended the political power of the Factions, but Sigil itself just kept on ticking on just fine. It's been shunted from its AD&D status as The Most Important Place In The Multiverse since 3e, but it's still around and it's still doing its job of being a planar nexus.</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 7470621, member: 6855057"] While I mostly was going to comment on some of the comments made here, I thought I owed it to the opening poster to give my two bits. In all honesty? I am probably more excited for Ravnica than I would have ever been for a 5e Planescape. I have ranted on this subject enough that anyone who remembers my name is probably already cringing, so I'll be brief; I do not like the Great Wheel, I think 5e's rendition of it is a marginal improvement, and I have always found Planescape in general to be a poor execution of a great idea. I am mildly disappointed about the Eberron treatment, but I would rather have something polished and refined through community feedback than something that shamelessly allows itself to be broken just to wring money out of its fanbase. I didn't know much about Ravnica. The simple fact it was something other than yet more Forgotten Realms material was all I cared about; that was enough to make me happy. But the more I find out about it, the more interesting I find it. This is the kind of genuinely off-the-wall, crazy high fantasy that I love. I know it sounds strange, since on the surface the two are completely unalike, but it reminds me of the Nentir Vale. It's got that same willingness to shuck off stale "D&Disms" and go with interesting, new, exotic ideas; the Black/Green Guild of vermin-tamers, necromancers and fungus-druids is actually a provider of food and shelter to the poor; the Green/White Guild is a cult of well-intentioned extremists out to eliminate free will and independent thought; the Blue/Red Guild and Blue/Green Guilds are shamelessly crazy magical versions of mad science. Ravnica is something NEW to me, and it's already looking promising. I could be mad about the settings I'm not getting. I would have liked a 5e Spelljammer. I would have killed for a 5e Nentir Vale. But it's unproductive. I'm getting something different to the Forgotten Realms, something different to Planescape. That's all I care about. I have high hopes for Ravnica - I want to see things like a Gorgon PC race or rules for magitek. But it will have to work very, very hard to disappoint me, even though I will probably be paying something like $10-20 more than the US fans will be. Honestly, I hope Ravnica does well. I want, more than anything, to see more of these "D&Difications" of MtG worlds. I don't care if it has to be included as just one chapter in a single MtG splatbook; I would kill, maim and burn for a 5e Kamigawa splatbook giving me official ratfolk and kitsune PC races for 5e. This is the way I see it: Planescape does NOT equal Sigil. At its core, Planescape as a setting is built on the idea of Cosmic Fantasy; its "hook" is adventuring across the high fantasty realms of the multiverse, traveling the planes and adventuring in the most exotic of regions. That's not what Ravnica is about. Ravnica is hyper-Urban Fantasy; it's about cityscape adventures and political factioneering. There have been Planeswalkers visiting, but it's not like Sigil; it has no particular connections to other planes. On the surface, yes, that is overlapping with Sigil. But let's be fair; it's overlapping with Sharn, it's overlapping with Waterdeep, it's overlapping with a lot of "big cities" across D&D. Ravnica doesn't invalidate the idea of Planescape because, at its core, Planescape should be about exploring the planes - which gives Sigil a role because it's always supposed to have been a "gateway hub", an easy way to explain how you're getting across the multiverse. Ravnica arguably does the urban fantasy and magical realpolitik angle better, because Sigil's Factions were always kind of... incoherent, but let's face it; Sigil's intended purpose was a glorified waystation, and it grew beyond its boots mostly because the Great Wheel was so damn hard for many people to work adventures out of. Don't know if this was answered already, but the Faction War was NOT that destructive. It ended the political power of the Factions, but Sigil itself just kept on ticking on just fine. It's been shunted from its AD&D status as The Most Important Place In The Multiverse since 3e, but it's still around and it's still doing its job of being a planar nexus. [/QUOTE]
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