I'll rephrase: a design flaw in the existing spells that were supposed to allow you to adventure underwater.
Got it now....didnt understand your intent at first. Thank you.
I'll rephrase: a design flaw in the existing spells that were supposed to allow you to adventure underwater.
Exactly. The Feywild is a 'concentrated' reflection of the natural world. Athas is a land of desert, until you hit the jungles. Thus, the Feywild version is a 'more pure' form of that desert. It's days are hotter, and the nights are cooler. The colors are more vibrant and the vegetation that does exist is larger and also more dangerous. And the fey? You dont want to know about the fey.I don't see why the Feywild has to be wooded. To me, the Feywild is about wilderness. For most pseudo-european settings, wilderness means forests, because that's what was there before the place was settled. But you also have majestic mountain peaks, oceans, savannahs, and, yes, deserts. They're just "more" than the mundane versions.
What about Athas' The Black: Shadowfell would become The Gray. But The Black is a pretty significant part of Athas as the domain of the Shadow Giants, the (eventual) prison of Andropinis, and the location where The Hollow (Rajaat's prison) is found. Does the World Axis allow published setting to invent something to tack on when a world's cosmology calls for it? If so, then again, there is room for World Axis in Athas.
HeroWars and The Dying Earth both fit this description: abstract, narrativist-facilitating rules each tied to a specific world (Glorantha and Vance's Dying Earth respectively).What bothers me is the attitude, a return to the idea of central control, a "shared world" which every gamer is expected to play in, the hard-coding of setting assumptions into the rules -- a very strange thing indeed, when the rules go out of their way to not attempt to "simulate" any kind of reality.
"We're going for a very abstract, narrative-based rules system...but you have to have the Feywild/Shadowfell to use it properly." Huh?
It makes the game playable out of the box. This, in turn, makes the game more accessible to more players.why is a mandated cosmology necessary? Were people REALLY confused by switching between Eberron and Forgotten Realms? Why is the "backstory" of the gods warring with titans written into the very structure of the universe? Why do we need an "origin" for devils?
Agreed. I actually find the "lack of fluff" criticisms odd. It's true that there is less zoological information about monsters (feeding habits, size of brood, etc). But for me at least this is more than made up for by the increased amount of information (eg monster descriptions, monster lore suggested encounter groups) that expressly reveals a world of fantastic adventure.And what's wrong with having a baseline cosmology for new DM's who want to just run some adventures, not build a whole cosmos? What's wrong with having a default origin and story to tie things like Giants and Elementals together? This baseline helps published material be consistent and able to expand/explore the core assumptions. People complain about lack of fluff in 4E... how much less would there be still if there was no core metaphysical model and mythology to reference flavor-wise for spells, creatures and adventures?
I just got it today. I haven't read it yet. But I'd assume that, like earlier MotP, it's best approached as a campaign module. There's probably stuff in there that's interesting, even if you want to tweak it or adapt it rather than use it outright.Assume I have my own ideas for a cosmology for 4e, that uses stuff close to what I alredy use (Feywild/Shadowfell are more or less the way I've done that stuff for ages; ditto "Domains" instead of planes, all my gods had their own worlds floating in the Astral, some large, some small, none infinite), what does MOTP offer me? What's in it for people NOT interested in the default cosmology, and how easy is it to use without it?
I rather like the idea someone had...the Feywild is nature 'turned up to 11'![]()
The different cosmologies is what makes some settings good and others bad. Having the same just means that each setting will look a slight mirror reflection of the next. Might as well just remove all settings and make one global setting.
Yeah, because sharing the Great Wheel made Planescape and Greyhawk exactly the same, right?