• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Planescape Do You Care About Planescape Lore?

Do You Care about Planescape Lore?


UhmI guess my problem with all the 4e fans suddenly claiming that no lore should be in the core is that I didn't see these same fans advocating for that when it was lore they liked
Can you point me to where 4e fans are demanding that 4e lore remain in 5e?
As Hussar suggests, I haven't noticed anyone calling for the retention of 4e lore. Nor am I claiming that there should be no lore in D&Dnext. Either in this thread, or the other one (I've lost track), I said there are two options:

* minimal lore (as per classic D&D);

* good lore (which is the path that 4e attempted).​

The main risk of minimal lore is that potential players, especially new ones, don't find the game inspiring. (Traveller had that effect on me big time when I first encountered it.) There are at least two risks of attempting good lore: first, the published lore can invalidate to a greater or lesser extent people's home games; second, not everyone is likely to find the actual lore that is created good.

Planescape is certainly not minimal lore. If it's good lore than it should be kept - but note that keeping it, and mainstreaming it, runs the risk of invalidating the games of those players not using it. And using it as a metric of permissible changes to lore - which is what Hussar is complaining about - certainly makes it harder to come up with good new lore, simply in virtue of imposing a further constraint.
 

log in or register to remove this ad

I don't know about planescape in general. But it seems that many, if not most, of the elements tied to it are special. They existed altered but unbroken in DnD for many years.

<snip>

So, yes they have a special place.
They existed "altered but unbroken" in Planescape material. And in the 3E MotP. Not in the core - as in, there was nothing in (say) the 3EMM that suggested that a devil and an angel might have a drink together in a bar in Sigil.

I don't see why the WotC authors should regard themselves as never bound to writen anything planar that does not adhere to Planescape. (And it's not as if 4e can't be pretty easily retrofitted. The 4e MotP even has a whole page devoted to telling you how to do it.)

every edition, I would assume, tried to make their lore good. I fail to see how 4e was the exception here.
My point is that (i) it didn't aim for minimalism (which is the other main alternative) and (ii) it didn't make many concessions to tradition (ie it prioritised "goodness" over continuity).

How many times I would have to STOP using my existing game/cosmology and start using 4e. And how many elements were retconned or wildly changed for no good or apparent reason. Eladrin as grey elves, Tieflings as human-devil pact makers. Dragonborn (with or without mammary glands).
Well, Planescape does all that for me. It makes me rewrite how I use demons, daemons and devils. It makes me rewrite how I use the Happy Hunting Grounds, and slaads, and Nirvana.

Which is my point. Unless you go for minimalism, someone's game is going to conflict with the lore. Planescape has no special status in this regard.

What did they ADD? They simplified but what did they add? What made it good lore as opposed to different lore?
I though I explained that in some detail - it presents a world in conflict in which nearly all story elements are implicated, but the resolution to which is not yet settled - but the resolution of which will emerge through play. It's pretty much the opposite of the "metaplot" style that I associate with Planescape. The players don't discover the pre-established secrets; they (via their PCs) author the resolution to the cosmological fate of the world.

You don't want to have to run someone else's game.. err.. endevour.. but you have no problem if all the races and classes are directly tied to a random cosmology involving the gods, primordials, etc. Interesting. Double-standard much?
There's no double standard. What you've described isn't a game. Nor a plot. It's a thematically-laden starting point. 4e gives you that starting presmise, and then sets things up so that play will resolve the premise. (I take it for granted that it's not as tight as Dogs in the Vineyard, or Sorcerer; I think it probably is pretty close to the tightness of HeroWars/Quest played in Glorantha, though.)

all the races are directly tied to specific gods and the history of the world. That is fine if you prefer it. If not you suddenly have a whole bunch of gods that likely to not exist in people's homebrew settings being inextricably linked to the core races. Again, seems like "someone else's endevour" is much more heavily involved here.
If you don't like the tropes, or the thematic premises, then you won't like the game, sure. Likewise if you don't like Marvel Comics you probably won't like Marvel Heroic Roleplaying. But that's pretty orthogonal to the points I was making, which were about what happens in actual play - do you explore someone else's fiction, or make your own? 4e is set up for the group, via play, to make their own fiction.


over the top evil gods
Which ones? Bane, who led the gods to victory in the Dawn War? Torog, whose imprisonment and torture of primordials is crucial to the endurance of the gods' victory? Lolth, whose webs held the universe together after Tharizdun's attempt to destroy it? Gruumsh, who (a bit like the Hulk) is an engine of destruction whom the gods need on their side?

I guess I'm not sure what you mean by "over the top", but by the standards of D&D pantheon design, alignment rules and cosmology these strike me as fairly sophisticated characters whom (for instance) unaligned or even good PCs could revere for meaningful reasons.

I guess I don't really understand the particular way in which this is Disney-esque. These are pretty classic fantasy tropes, and the tensions between necessity and morality reflected in some of these gods are pretty standard material for both political/military drama and the philosophy of political action.
 

pemerton said:
I though I explained that in some detail - it presents a world in conflict in which nearly all story elements are implicated, but the resolution to which is not yet settled - but the resolution of which will emerge through play. It's pretty much the opposite of the "metaplot" style that I associate with Planescape. The players don't discover the pre-established secrets; they (via their PCs) author the resolution to the cosmological fate of the world.
You know what I'm going to say about metaplot and Planescape ;)

By way of compromise, I wonder if these two modes of play: discovering secrets vs. authoring resolution are really in opposition as you seem to suggest? For my part, I always saw Planescape as having a nice blend of the two.

As a total aside I do find it interesting that 224 folks have voted in [MENTION=22779]Hussar[/MENTION]'s poll while the thread has over 12,000 views and is provoking some fiery debate.
 

They existed "altered but unbroken" in Planescape material. And in the 3E MotP. Not in the core - as in, there was nothing in (say) the 3EMM that suggested that a devil and an angel might have a drink together in a bar in Sigil.

And the DMG when it talks about the planes, and in pretty much every supplement in 3.x that focused on the planes, and in Dragon/Dungeon material as well. It was omnipreset. If you wanted to write planar D&D material that was one of the major sources you did your homework on since it was the most in-depth source covering the topic.

I don't see why the WotC authors should regard themselves as never bound to writen anything planar that does not adhere to Planescape.

It's one the issues with writing for a shared world, you need to be aware of the material and its continuity if you want to write for it. The material has been a part of D&D long enough that it's iconic, and even as part of a core, implied setting and common bag of tropes and themes, it approaches shared world status as a baseline to be knowledgeable about, even if specific campaign settings can deviate from it. If something is changed, it's usually for a very good reason and with popular support, and if it's not, there's going to be a giant amount of blowback from the fanbase.
 

Can you point me to where 4e fans are demanding that 4e lore remain in 5e? Because, I haven't seen that at all. I've yet to see a single example where someone got told that their idea was not possible because it contradicted 4e lore.

I've certainly seen that from Planescape fans though.

If you want to see 4e fans demanding 4e lore remain in 5e just check out a few of the more 4e-centric boards out there, believe me it happens. This really isn't my point though... my point is I haven't seen you or anyone else that liked the 4e game bemoaning the fact that the lore was so intiricately tied to the core books (and every other setting published during it's run), if so please show me a thread you started about the overabundance of lore in 4e core... No what I see is the fact you don't like Planescape lore so now all of a sudden it's an issue. Which leads me to believe this is much more about you not liking Planescape, (which I have no problem with but keep it real if that's the case) than a broader problem with lore in the core. All IMO of course.
 

[MENTION=48965]Imaro[/MENTION] - If people are like me, such a thread won't exist. But that doesn't mean those people /wouldn't/ opt for a less setting-pervasive system if given the option. We didn't have that option available before, but there's a (slight) chance we may have the option /now/.

[MENTION=6722817]Weather Report[/MENTION] - Using some non-standard means of /emphasis/ has /nothing/ to do with grammar. My posts have been grammatical, and I quickly remedy any spelling mistakes that I notice. Like I said, sometimes I communicate through channels that don't allow text formatting, so I use slashes for emphasis. By habit, it's bled into other non-formal writing - it's a lot easier than trying to handwrite italics, frex.

(Also, it's "Inigo", not "Indigo" - no "d". My SO does the same thing, and it's become one of my pet peeves. :rant:)
 

And the DMG when it talks about the planes, and in pretty much every supplement in 3.x that focused on the planes, and in Dragon/Dungeon material as well. It was omnipreset.

And you don't see why that might be a problem for someone, that the core of the game has such an intrinsic tie to a specific setting?
 
Last edited:

As Hussar suggests, I haven't noticed anyone calling for the retention of 4e lore. Nor am I claiming that there should be no lore in D&Dnext. Either in this thread, or the other one (I've lost track), I said there are two options:
* minimal lore (as per classic D&D);

* good lore (which is the path that 4e attempted).​

Those two threads are not the whole of D&D 4e fans... As to your other two points, I think you're missing the fact that Planescape is "good" lore for many.​

The main risk of minimal lore is that potential players, especially new ones, don't find the game inspiring. (Traveller had that effect on me big time when I first encountered it.) There are at least two risks of attempting good lore: first, the published lore can invalidate to a greater or lesser extent people's home games; second, not everyone is likely to find the actual lore that is created good.

I agree with your first assertion and it's one of the reasons I am undecided on whether I think all lore should be excised from core or not. As to your second point I agree again, but as long as the lore is easily ignored or changed I don't see the issue. Maybe I'm mis-remembering but I don't recall Planescape specific lore in 2e and 3e being overly prevalent (outside of the campaign specific material) or being something that couldn't be ignored in the core books. Are there any examples of this (in the actual corebooks) that you or anyone else that want Planescape lore kept out of core could provide?

Planescape is certainly not minimal lore. If it's good lore than it should be kept - but note that keeping it, and mainstreaming it, runs the risk of invalidating the games of those players not using it. And using it as a metric of permissible changes to lore - which is what Hussar is complaining about - certainly makes it harder to come up with good new lore, simply in virtue of imposing a further constraint.

If new lore is created it invalidates games... so that's really a non-point, it's going to happen regardless if any specific lore is chosen.

Now the problem is that "good" as a standard is subjective... and while the poll is hardly exact data it does show a leaning towards D&D players enjoying or at least not caring that the traditional Planescape lore be used. I'm sorry but "Hussar doesn't like it" is also not a valid reason to auto-change things or force change for changes sake and that's really the heart of the matter.
 

@Imaro - If people are like me, such a thread won't exist. But that doesn't mean those people /wouldn't/ opt for a less setting-pervasive system if given the option. We didn't have that option available before, but there's a (slight) chance we may have the option /now/.

I get what you are saying Siberys, but I can't believe that Hussar has such a problem with lore in the corebooks but never complained about it in 4e. I mean people complain about the problems they have with an edition all the time without a new one being on the horizon, and the fact that he chose to focus on Planescape lore originally as opposed to using 4e as an example of what he doesn't want in core just makes his proclamations of not wanting lore in core (as opposed to just not liking Planescape lore) ring pretty hollow in my ears.
 

I run two 4e campaigns, but I wonder why it is that the 4e lore doesn't resonate with me. Is it drier? Am I just a different age than I was 15 years ago?

EDIT: interesting idea: I get almost all of my 4e rules from the Compendium nowadays, that lacks all flavor text. Wow. I bet that's it; no flavor text, no exposure to imaginative backgrounds, no emotional attachment.

Also, the 4e naming conventions (donkeyhorse!) aren't as evocative to me.
 

Into the Woods

Remove ads

Top