D&D 5E The Multiverse is back....

I object to the idea that somehow talking about the setting at its 'best' somehow liberates the comparison from the subjectivity of the subject's bias, that somehow there is an agreed upon 'best.'

The only agreement necessary is that the advocate feels that this is the best representation of what they're advocating for. Since feelings aren't wrong, we can all agree that this is what the advocate thinks is best about the setting, and judge it based on that. That's still not going to be everyone's cup of tea (it'll still be irreverent in the face of majesty, forex), but at least we'll be judging it on qualities it actually has even when it is ideal and not worry about quibbling about the preconceived notions baked into us by our varied experiences. It might be some weird unattainable platonic ideal, or not well reflected in the source material, or whatever, but at least we'll be talking about an experience we can agree on as a valid and representative experience.

Anything less than that is essentially as strawman. "Oh, there was this bad experience someone had once, so I suppose the whole thing must be invalid since it can't prevent that."

Yes, but it strikes me as unresolved cliffhanger as opposed to some great change.

Those things aren't really opposed. Just because the cliffhanger at the end of The Thing is unresolved doesn't mean the setting of that movie doesn't go through some great change, including "everyone dies."

But in a setting of shifting planes and demon lords that Scrooge McDuck could swim through like gold? That seems minor to me. For me, it's the illusion of change.

There's thousands of drow in FR, but that doesn't mean that Drizz't's rebellion isn't a big change in the setting. FR has lots of cities, and some of them were left untouched by the Spellplague, and that doesn't indicate that the Spellplague wasn't real change. Just because Taladas never saw the Dragonarmies doesn't mean the War of the Lance was an illusion of change. So the Dragon might still rampage over the face of Athas, but the victory in Tyr was no real change?

Planes shifting, factions warring, and demon lords ascending are at LEAST as significant as that.

A demon lord comes back? But the endless Blood War continues.

"Oh, you succeeded in a revolution in Tyr? A shame the world is still a desert."

Sigil erupts in civil war ending with the expulsion of the factions? The factions come back in a later supplement.

"Oh, you overthrew the Dragonarmies? But what about that supplement that was hypothetical at one point where maybe they were coming back?"

That's the illusion of change. That's preserving the status quo! That's not moving goal posts.

The changes didn't change the things you wanted to be changed, but they still happened and were significant. We don't need to burn the setting to the ground just to achieve some significant change (and FW, given the fan's reaction, certainly was a bit like burning the setting to the ground).

Hence my earlier statement that "Planescape seems so focused on preserving the status quo of the quasi-space opera setting that the little guys often feel completely overshadowed in the setting." But please note that my statement is also not an assertion that there are no changes in the setting, it's preserving the status quo and done so in a way that impacts that little guys.

I don't know how you can look at, I dunno, the Spellplague, and say "there's a big change!" and then look at FW and dismiss it as not real change. Your criteria are opaque if they're not arbitrary.

And with the forgotten portion of my original statement in mind that started this whole mess, I don't see how you can suggest your assertion about me below:
So yes, pemerton has the right of it. Dramatic weight has also been a part of this equation.

So this is the first time you've mentioned anything about dramatic weight. "Dramatic weight" and "preservation of the setting's status quo" are two different (though potentially related) topics. I can probably go on for pages about either. In terms of dramatic weight, I dunno, if everything you've ever believed to be true about the universe was suddenly challenged, that would be pretty dramatic, and that's basically the center conflict in any PS campaign, so I don't know why you'd pretend it wasn't there.

But again, I'm just seeing a blanket dimissal of counterpoints here, which leads me to believe that you're not so much interested in a real conversation, as you are in saying that anyone who likes PS is embracing or ignoring this Bad Thing about it that you've decided it has. You don't seem to want to entertain the idea that PS might not have this Bad Thing inherently, that your reason for not liking it might just be based on your limited experience and not objective reality, that maybe the people who have dang good fun in PS aren't delusional or ignorant about it. And it's kind of useless to hold a conversation with someone who isn't going to change their mind. So, you know, sorry you don't want any of my bacon, but I get that you don't, and that you think I'm a fool for enjoying it, but that's your bag. If you want to think I'm a fool, I can't stop you. Most I can do is enjoy this bacon.

mmmmm, bacon.
 

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Your criteria are opaque if they're not arbitrary...

But again, I'm just seeing a blanket dimissal of counterpoints here, which leads me to believe that you're not so much interested in a real conversation, as you are in saying that anyone who likes PS is embracing or ignoring this Bad Thing about it that you've decided it has...

Most I can do is enjoy this bacon....

mmmmm, bacon.

Sums up my thoughts about Aldarc's assertions pretty well.

Oh, and Mmmmm, bacon,
 

I've always much preferred the material plane settings that weren't explicitly connected to the Great Wheel (Eberron) or which were intentionally made remote from it (Dark Sun). So... meh? It's not like I'll use the multiverse whichever way they publish things.
 

I've always much preferred the material plane settings that weren't explicitly connected to the Great Wheel (Eberron) or which were intentionally made remote from it (Dark Sun). So... meh? It's not like I'll use the multiverse whichever way they publish things.

And I think that's definitely an important option to have. I agree with Kamikaze Midget that no one should be forced to use a cosmology they don't want (and I mean that in both the soft and hard sense; obviously no one's forcing anyone to use anything but putting every setting in the Great Wheel does pressure DMs to use it). I hope that 5e's manual sourcebook (whatever it ends up being), like the 3e MotP, provides options for both people who want to use the default multiverse and those who'd rather not.

And of course if you'd rather just not involve the planes at all, that's always an option too.
 

Anything less than that is essentially as strawman. "Oh, there was this bad experience someone had once, so I suppose the whole thing must be invalid since it can't prevent that."
I happen disagree, and this may be a matter of preference. For me this extends beyond the matter of Planescape. You took the analogy to steak and food, and I'm telling you that if we are talking about food, then I want the expectation for what's typical and not necessarily what is best. A discussion into what's best often degenerates into moving the goal posts as to what's best. This is then followed by an insistence that it clearly was not the case, because if it was the best, then I should have had a certain experience.

There's thousands of drow in FR, but that doesn't mean that Drizz't's rebellion isn't a big change in the setting. FR has lots of cities, and some of them were left untouched by the Spellplague, and that doesn't indicate that the Spellplague wasn't real change. Just because Taladas never saw the Dragonarmies doesn't mean the War of the Lance was an illusion of change. So the Dragon might still rampage over the face of Athas, but the victory in Tyr was no real change?

Planes shifting, factions warring, and demon lords ascending are at LEAST as significant as that.

"Oh, you succeeded in a revolution in Tyr? A shame the world is still a desert."

"Oh, you overthrew the Dragonarmies? But what about that supplement that was hypothetical at one point where maybe they were coming back?"

The changes didn't change the things you wanted to be changed, but they still happened and were significant. We don't need to burn the setting to the ground just to achieve some significant change (and FW, given the fan's reaction, certainly was a bit like burning the setting to the ground).

I don't know how you can look at, I dunno, the Spellplague, and say "there's a big change!" and then look at FW and dismiss it as not real change. Your criteria are opaque if they're not arbitrary.
Is this the part where you dictate my opinions about other settings and construct strawmen arguments of your own?

So this is the first time you've mentioned anything about dramatic weight. "Dramatic weight" and "preservation of the setting's status quo" are two different (though potentially related) topics.
Except it's not. This is just the first time that you noticed that the statement to which you replied went beyond the snippet about Planescape mostly preserving the status quo. I did not use the term 'dramatic weight,' true, but I certainly alluded to as much.

I can probably go on for pages about either. In terms of dramatic weight, I dunno, if everything you've ever believed to be true about the universe was suddenly challenged, that would be pretty dramatic, and that's basically the center conflict in any PS campaign, so I don't know why you'd pretend it wasn't there.
But to what extent is it challenged?

But again, I'm just seeing a blanket dimissal of counterpoints here, which leads me to believe that you're not so much interested in a real conversation, as you are in saying that anyone who likes PS is embracing or ignoring this Bad Thing about it that you've decided it has. You don't seem to want to entertain the idea that PS might not have this Bad Thing inherently, that your reason for not liking it might just be based on your limited experience and not objective reality, that maybe the people who have dang good fun in PS aren't delusional or ignorant about it. And it's kind of useless to hold a conversation with someone who isn't going to change their mind. So, you know, sorry you don't want any of my bacon, but I get that you don't, and that you think I'm a fool for enjoying it, but that's your bag. If you want to think I'm a fool, I can't stop you.
You are accumulating assumptions here based off your presumptions on my position. If you want to have a conversation, then fine. Where would you like to start? I would hope that it would not involve maligning my intent or feelings on the issues. If you think that I am maligning Planescape fans for having badwrongfun, I would love to know where I have suggested that.

Most I can do is enjoy this bacon.

mmmmm, bacon.
I happen to enjoy bacon as well. Are you telling me that I don't?
 

I happen disagree, and this may be a matter of preference. For me this extends beyond the matter of Planescape. You took the analogy to steak and food, and I'm telling you that if we are talking about food, then I want the expectation for what's typical and not necessarily what is best. A discussion into what's best often degenerates into moving the goal posts as to what's best. This is then followed by an insistence that it clearly was not the case, because if it was the best, then I should have had a certain experience.

Actually, by everyone agreeing that this is what someone is calling "the best," you get goalposts that are less mobile. If I think the best PS experience involves shaping the cosmos according to the PC's beliefs, I can't then say that PS is, for instance, well-suited to small, intimate stories about skilled people surviving in a hostile wilderness. While you might be able to tell that story in PS, it wouldn't be what the setting does "best."

With our Generic Food Metaphor, it'd be saying that the best steak is thick, juicy, and rare. That means that it isn't well suited to a quick trail snack. You might be ABLE to make a quick trail snack out of a steak, but it's not what steak does "best."

If you say your typical experience is X and I say my typical experience is Y then we get tangled in duelling anecdotes and debate our subjective experiences, which gives a lot of room for moving goals and various other shenanigans. If we can both agree that a certain experience is the setting at its best, then we have something concrete, more independent of individual experiences.
But to what extent is it challenged?

To a life-threatening extent, to a reality-shaping extent. People kill you for thinking wrong thoughts. Worlds shift due to public opinion.

If you think that I am maligning Planescape fans for having badwrongfun, I would love to know where I have suggested that.

It's this:

Planescape seems so focused on preserving the status quo of the quasi-space opera setting that the little guys often feel completely overshadowed in the setting

This is clearly a flaw -- something that would make a game less enjoyable. You have determined that PS has this flaw. When examples are pointed out that call into question that determination, rather than consider them, you simply dismiss them as "not enough." Which leads me to understand that you're not interested in questioning that determination, just in asserting it.

I happen to enjoy bacon as well. Are you telling me that I don't?

Nah, I'm saying you're a metaphorical imam and I'm trying to point out how metaphorical bacon is pretty nice, but since you have a belief that won't let you accept this wonderful thing, trying to get you on board with it is kind of pointless.

I could also say you're a metaphorical Amish farmer and I'm trying to point out how metaphorical smartphones are pretty nice, but since you have a belief that won't let you accept this wonderful thing, trying to get you on board with it is kind of pointless.

To continue over-explaining the joke: Planescape as several people in the thread have experienced it is a wonderful thing, but if you've got some pre-formed belief that won't let you accept it, I can't really change that, no matter how much counter-evidence I bring to bear. Which is fair enough, but then it's probably not worth my time to try and offer counter-points. You're free to not enjoy PS. You're free to not have a smartphone. You're free to not eat bacon. But at least lets confess that it's not because of some flaw in the thing, it's just because you're not interested in it.
 

Actually, by everyone agreeing that this is what someone is calling "the best," you get goalposts that are less mobile. If I think the best PS experience involves shaping the cosmos according to the PC's beliefs, I can't then say that PS is, for instance, well-suited to small, intimate stories about skilled people surviving in a hostile wilderness. While you might be able to tell that story in PS, it wouldn't be what the setting does "best."

With our Generic Food Metaphor, it'd be saying that the best steak is thick, juicy, and rare. That means that it isn't well suited to a quick trail snack. You might be ABLE to make a quick trail snack out of a steak, but it's not what steak does "best."

If you say your typical experience is X and I say my typical experience is Y then we get tangled in duelling anecdotes and debate our subjective experiences, which gives a lot of room for moving goals and various other shenanigans. If we can both agree that a certain experience is the setting at its best, then we have something concrete, more independent of individual experiences.
I disagree, precisely because IME people rarely agree about what's the best, especially since those goal posts are precisely what end up moving, but we may have to agree to disagree on this point, as I do not think we are getting anywhere regarding our initial starting point.

This is clearly a flaw -- something that would make a game less enjoyable. You have determined that PS has this flaw. When examples are pointed out that call into question that determination, rather than consider them, you simply dismiss them as "not enough." Which leads me to understand that you're not interested in questioning that determination, just in asserting it.
It's clearly my impression of the setting. I certainly feel that it's a flaw in my experiences, but that does not mean that it's somehow a flaw for others who enjoy the setting. It's my feeling of the setting borne from my experiences. It's not a judgment on the people who play the setting or enjoy it. Furthermore, it seems that I am not permitted to form any other determination other than the one you have already formed about the setting as well. I apologize if I am pushing back on your own assertions or questioning. In the future, I promise that I'll just nod my head in automaton acceptance of your arguments.

Nah, I'm saying you're a metaphorical imam and I'm trying to point out how metaphorical bacon is pretty nice, but since you have a belief that won't let you accept this wonderful thing, trying to get you on board with it is kind of pointless.

I could also say you're a metaphorical Amish farmer and I'm trying to point out how metaphorical smartphones are pretty nice, but since you have a belief that won't let you accept this wonderful thing, trying to get you on board with it is kind of pointless.
Do you not see the problem here? I'm apparently being maligned for disliking something according to my taste. But you have already determined this thing to be inherently good with others disliking it being inherently obstinate or dogmatic in their beliefs. This apparently has nothing to do with my taste, but with a defect in my personality. Do you not see how that sort of framing might be problematic (ignoring the orientialism)?

To continue over-explaining the joke: Planescape as several people in the thread have experienced it is a wonderful thing, but if you've got some pre-formed belief that won't let you accept it, I can't really change that, no matter how much counter-evidence I bring to bear. Which is fair enough, but then it's probably not worth my time to try and offer counter-points. You're free to not enjoy PS. You're free to not have a smartphone. You're free to not eat bacon. But at least lets confess that it's not because of some flaw in the thing, it's just because you're not interested in it.
Except I'm not saying that it can't be a wonderful thing for other people! You're turning me into a strawman imam and Amish farmer of your own design! What would be considered a flaw in a setting?! Because this setting (and increasingly its most ardent fans as well) has left a bad taste in my mouth. What should I be criticizing instead?
 

It's clearly my impression of the setting. I certainly feel that it's a flaw in my experiences, but that does not mean that it's somehow a flaw for others who enjoy the setting. It's my feeling of the setting borne from my experiences. It's not a judgment on the people who play the setting or enjoy it. Furthermore, it seems that I am not permitted to form any other determination other than the one you have already formed about the setting as well. I apologize if I am pushing back on your own assertions or questioning. In the future, I promise that I'll just nod my head in automaton acceptance of your arguments.

I think this is the problem right here... @Kamikaze Midget has presented facts as rebuttals to your assertions about the nature of Planescape, instances of change in the setting, types and scope of dramatic weight, etc. and all of your counters have been about how you feel something is or your impressions of the setting as opposed to something tangible. Show us examples where change has been purposefully rejected in Planescape to keep the status quo (instead we get a hypothetical sourcebook that never saw the light of day that might have put the factions, at least those that weren't outright destroyed, back in Sigil). Give examples of what would be dramatically weighty enough instead if just saying nope to everything that is presented. No one is asking you to be an automaton and nod your head but is sticking your fingers in your ears and going nuh-uh without supporting your own argument any better (I'd actually argue in this instance it is worse)?

Do you not see the problem here? I'm apparently being maligned for disliking something according to my taste. But you have already determined this thing to be inherently good with others disliking it being inherently obstinate or dogmatic in their beliefs. This apparently has nothing to do with my taste, but with a defect in my personality. Do you not see how that sort of framing might be problematic (ignoring the orientialism)?

No, you're being "maligned" because you are making general and objectively presented statements about a particular thing but haven't provided any evidence to support your assertion and when presented with evidence that contradicts your assertions have waved it off as... "Well that's how I feel the setting is.." Your "reasons" for disliking it appear fabricated and disingenuous because you've presented nothing concrete to support them.
 

Just to roll back to a fairly minor point. I do disagree with Pemerton on what primarily defines a setting in an RPG sense. Setting is defined, in RPG's primarily by canon. Sure, things like theme are part of it too, but, it's the setting canon that separates one setting from another. Thematically, there aren't a huge number of differences between Greyhawk and Forgotten Realms - they are pretty close. But, they are different settings. You won't find Harpers in Greyhawk and a FR campaign that never references Waterdeep, Harpers or any of the other big name parts of the setting wouldn't really be recognizable as Forgotten Realms.

Imagine playing a Call of Cthulu campaign that never once references The Mythos. Would it be recognizable as CoC? Gothic horror maybe, but certainly not CoC. Same as trying to run Ravenloft without the Lords of Dread or The Mists of Ravenloft. Pretty hard ride there. Settings are defined by canon and it's the consistency of that canon that keeps a setting going. Changing canon in a setting always carries costs with fans.

Take something that's a pure resource - the Random Dungeon tables in the 1e DMG. No one would ever question adding or subtracting from those tables. If I expanded those tables to include a bunch of other elements, no one would bat an eye. Fantastic - it's now a better resource (at worst, people might not like it because they don't like what I added, but, no one's going to complain that I'm not being "true to the history" of a random encounter table.)

Resources are never defined by canon. They can be more or less useful, depending on the quality of writing and whatnot, but, they are what they are. A tool you use to create something else.

Settings are not tools. They are the "something else" already completed. And because they are a finished (for a given value of finished) product unto themselves, it becomes harder to change them.

Think of it this way, I've heard all sorts of people talk about wanting to go back to the original boxed set version of various settings because they want to reboot that setting, typically using a new rules system. I've never, ever heard anyone wanting to go back to the original Random Dungeon Creator tables as a goal to reboot campaign creation.
 

This is clearly a flaw -- something that would make a game less enjoyable. You have determined that PS has this flaw. When examples are pointed out that call into question that determination, rather than consider them, you simply dismiss them as "not enough." Which leads me to understand that you're not interested in questioning that determination, just in asserting it.
Kamikaze Midget has presented facts as rebuttals to your assertions about the nature of Planescape, instances of change in the setting, types and scope of dramatic weight, etc. and all of your counters have been about how you feel something is or your impressions of the setting as opposed to something tangible.
I think Aldarc is being quite clear in explaining the "status quo" nature of Planescape. I agree with that description, to the extent that I'm familiar with the examples.

The return of a demon lord (I'm assuming we're talkin here about Dead Gods/Orcus) certainy counts. I'm not familiar with the Faction War, but given that I think Aldarc is right about the return of a demon lord I'm inclined to accept the corresponding judgement about the Factions.

I'm not denying that it would be possible to make the return of a demon lord into a significant change. But Dead Gods doesn't do this.

I don't know about Aldarc, but for me a status quo world can also have dramatic force (of a somewhat Becket-ian or Sartrean nature? The idea seems, at least to me, rather modernist and at least a touch ironic or absurdist). But I don't think Planescape achieves that, either, although maybe a few tweaks here and there might make the difference. Though I suspdct that the RPG medium creates inherent problems for the ironic status quo campaign, because it requires the players to be moved by the failure of their PCs to achieve anything, which I think would be hard to pull off (perhaps you could do this with a certain style of all-tiefling campaign, maybe as the "big reveal" at the conclusion of things).

"It doesn't have the trajectory of history or society..." Just tell me what that means in plain english.
This is a version of [MENTION=5142]Aldarc[/MENTION]'s point about "status-quo". Planescape has no history. No dynamics. No Ragnarok.

It didn't begin in any meaningful way (there are the baernoloths, the ancient baatorians, etc, but they don't stand for anything) and it is not unfolding. The 9 alignments are eternal. Sigil has the Lady of Pain to enforce its status quo. The Blood War never ends. The whole setting is static.

The 4e cosmology is much closer to Glorantha. It has a beginning - creation, which leads to the Dawn War, which leaves consequences embedded in the world (eg the world contains dwarves, giants, the seasons, death, etc) which are unfolding towards a crisis that the PCs will ultimately have to resolve. (Epic tier, in 4e, is like the Hero Wars in Glorantha.)

So where we have a different understanding here is that the motivation behind doing these actions is not to find out whether or not they can be done.

<snip>

The motivation to doing them is the same motivation that a PC in a "standard" D&D setting has for going out from the turnip farm and raiding the local mad wizard's ruin: they're the kind of person who responds to such a call to action (for whatever reason). The conflict comes, in large part, from the fact that the antagonists are doing the same.
This is what I have called above procedural confict. The conflict consists in finding out whether or not you can succeed againts obstacles that are exeternal (in the fiction) to the protagonists. (If it's a given from the start that the PCs will succeed, then some RPGers have doubts about the point of play.)

I am intending to encompass that within "setting exploration".

I don't dispute that this is a typical way of playing D&D. It's not my preferred way, though.

So internal consistency = a limitation on player authority? Interesting take. I don't know that I'd disagree, but I also don't know that I'd enjoy a game that lacked that limitation (and thus lacked internal consistency).
I've failed to communicate my point. In the play that I prefer, internal consistency is a constraint but not the (pre-eminent) constraint. To refer back to the "vampyr in the village" example, in my preferred approach it will be the player's PC's wife who is wooed by the vampyr, without asking or wondering whether she is the most logical target. (You certainly wouldn't roll a d20 on a table of village wives to find out who is targeted, which would be one eminently feasible way of generating the content.)

In past discussions about techniques, often in the context of skill challenge resolution, posters who favour internal consistency as the sole, or pre-eminent, constraint on content generation have suggested that anything else must be Toon. But I think that this is to misunderstand the role of contrivance in dramatic fiction. "Of all the gin-joints in all the towns in all the world, she walks into mine." That's a contrivance, but I think it would be absurd to compare Casablanca to Looney Tunes (at least in respect of the nature of the contrivance). Gandalf arrives at Helm's Deep (with Erkenbrand or Eomer, depending on whether you're reading the book or watching the film) just at the nick of time. Obvious contrivance, but not Toon-like.

The role of contrivance in GMing techniques is in my view a very important issue for RPGing, and I think it's a pity that no mainstream GM's guide that I know of discusses it. (Some indie ones do, but even many of those discussions could be better.)

I'm not entirely sure what "real world value/significance" brings to bear on the topic. I see the real-world value being the same real-world value that any game of D&D brings, which is engagement and entertainment. Again, maybe an example of the alternative would be useful for contrast, because I'm not sure I have a clear picture of what other issues of real-world value and signfiicance, aside from pleasure, result from any particular game of RPGs.

<snip>

Looks like I missed that reference, care to encapsulate?
Many things can be entertaining. Watching a cartoon can be entertaining. So can watching Casablanca. So can watching Paths of Glory. But the ways in which they generate entertainment are all quite different. Some people get pleasure from reading imaginary atlases and travel guides (typically marketed as RPG setting supplements) but that is a different way again of gaining entertainment.

I'll repost my comments on Blade Runner; Imaro below is also rerring to some of my comments on The Ring Cycle and the film Hero:

Consider Blade Runner. In a relatively early scene, Harrison Ford meets the replicant Rachael. At that point in the movie, the audience is invited to engage in setting exploration: we discover how realistic replicants can be, learn about the emotional response test for identifying them, etc. The audience knows that the characters within the fiction care about who is a replicant and who is a human. But the audience has no reason of their own to care about this, other than curiosity about the setting.

Then, in the culmination of the movie, we get Rutger Hauer's monologue which suggests that the apparent human-ness of replicants goes deep. This in turn informs our understanding of Rachael and Deckard's elopement. At this point the film is not mostly leading its audience through an exploration of the setting. It is expressing something, or perhaps posing a question, about a topic that does matter to the audience: namely, what is it to be human?

(Blade Runner is pretty classical in its storytelling style. It is possible to subvert the distinction between setting exploration and commenting/posing a question: for instance, American Psycho is superficially an exploration of a murderously insane financier, but the very choice of that subject matter as an object of exploration is itself an invitation to the audience to reflect on topics that matter to them, such as the nature of commercial and consumerist culture. I think only rather avant garde RPGs attempt this, with the possible exception of CoC which you might argue does attempt this without being avant garde - I personally think it mostly fails as anything more than setting exploration, but due to weaknesses in the HPL source material rather than weaknesses in the RPG design.)

And by your criteria, that is different from witnessing the consequences of player actions in the setting? Because it really looks the same from here.

Heavy Setting Exploration:
Player (at some point in play): "To further the beliefs of my Xaositects, I rip a hole in the fabric of the multiverse."
DM (at some other point): "The Guvner looks at you with a mixture of awe and horror, recognizing you as the origin of the breach, as the glistening steel Inevitable strides forth with an earth-shaking INVALID."

Not Really Setting Exploration:
Player (at some point in chargen): "I have a strong connection to my wife in the village."
DM (at some other point): "The vampyr's trail leads right to your doorstep, and you realize, with a sinking sensation, that your wife is sleeping inside..."

Is the above an accurate representation of your case?
Not really, n. Your second example doesn't involve much other than setting exploration (although there is the heightened tension of having to defend your wife, which for some might be more intuitively compelling that defending yourself against a strangely-motivated vengeance seeker). Because you've left out the seductive nature of vampyrs. Here is where we move from setting exploration to dramatic conflict:

DM (at some other point): "The vampyr's trail leads right to your doorsetp. As you approach your house, you can see faces through the window. With a sinking sensation, you realised that your wife is [kissing, whatever] the vampyr."​

Now for Bram Stoker's audience that was probalby enough, but we live in a pretty libertine age, so maybe its "yeah, whatever, I kill the vampyr and release my wife from his spell." In that case, the GM needs to push a bit harder:

"As you draw your sword to srike down the vampyr, your wife calls out "No!". You realise that, even now that she is no longer mesmerised by his gaze, your wife is in love with the vampyr"​

Depending on GM and player mood and expectations, replace love with pity. Or perhaps prior context suggests a role reversal: up until now your wife has been a model of peace and piety, a contrast with the awful realities of adventuring; but she is the one calling for the vampyr to be slain (for a bit more lowbrow viscerality, she could lap up blood from the vampyr's wounds); or, the vampyr is slain, but your wife has become lusty and sexuaised in a way that previously she wasn't (again, this one may work better for Bram Stoker's audience than a contemporary one).

The key is putting real values into conflict, or otherwise making the choice enage with matters of real world significance. (That's why, in Luke Crane's example, the target of the vampyr is the PCs' wife and not, say, the PC's brother or mentor, either of whom might also be a completely typical BW relationship. Being a wife carries meaning with it, although what that meaning is changes with time and place.)

So [Wotan] is willing to sacrifice everything he has to get what he wants... that sounds like what are you willing to do to get what you want... not seeing the difference you were trying to convey here.
Yes. Wotan has to sacrifice. He gives up things of value. He doesn't reshape the world in such a way as to prove that they were really valueless, and hence not a real sacrifice.

Ah Hero... one of my top 10 movies and a pretty good example of a person's beliefs shaping the world around them. Replace the importance of Chinese Unification with say the MercyKillers belief in justice and retribution at the expense of all else and you can easily have a story where a character has to allow himself to be executed because an NPC, or even a "monster"is able to make him acknowledge that he has perpetrated an injustice on it, and that's just one example.
Where in your example is the analogue to throwing oneself onto the sword of one's true love to prove one's sincerity to them?

There are other difficulties with this scenario in D&D, too, such as how you achieve the requisite persuasion. And what you do with the game once the PC is dead.

In my own GMing experience, I have GMed two sequences that come at all close to this.

The first was in Bastion of Broken Souls. There is a banished deity, trapped in a demi-plane. The gate to the demiplane is an angel - only if she is killed will the doorway open. The PCs wanted to speak to the banished deity, and hence wanted to open the gate, and hence needed to kill the angel. (I can't remember her name in the module - I was running it in an Oriental Adventures game using RM mechanics, and she was called Eko.)

As written, the module mandates that the PCs will have to fight and kill Eko if they want to open the gate. Just one example of the terrible GMing advice in that module that undermines what could otherwise be one of the better things that WotC has pubished. In my game the PCs conversed with Eko, explaining the reason why they needed to speak to the banished god. The PCs themselves, in doing so, were in revolt against the edicts of Heaven, but (as they saw it) pursuing a good that Heaven could not acknowldege or pursue because it was bound by ancient pacts - including the banishment of this banished god - which were now forcing it to sit idly by while evil was inflicted upon the mortal world.

One of the PCs - the warrior-mage - made the case to Eko that the best way she could honour the obligation whereby she had become a living gate to the demiplane, and fulfill her duty to Heaven, was to let herself die so the gate could open. The speech was quite impassioned by the standards of our table, the persuasion dice were rolled (I can't remember what the skill was - probably Leadership or Public Speaking), and the player was successful. So Eko let herself be killed.

Eko had a fellow angel companion (I can't remember his name) who had not been persuaded. The PCs then (somewhat tragically) had to fight him off after killing Eko - I can't remember exactly what they did but my vague recollection is that they may have disabled rather than killed him, as they saw that he was not really in the wrong.

The other sequence I have in mind is described in detail here. The shorter version goes like this. The PCs had taken a prisoner. They were all in agreement that she deserved to die for her crimes. The party "paladin" (fighter/cleric of Moradin) was upstairs securing the area against invasion by teleporting wizards while the party "neutrals" (sorcerer, invoker/wizard, and paladin of the Raven Queen) were downstairs interrogating the prisoner.

The interrogation was being resolved as a skill challenge, which means that the players have to make skill checks, which means that they have to frame action declarations within the context of the evolving fictional situation. The prisoner was asking to be spared from execution in return for speaking. With a combination of Diplomacy and Bluff checks, the interrogating PCs gave her the impression that they had agreed, in the name of the absent PC ("Lord Derrik") to spare her, while in fact retaining the intention to kill her.

Because the player of Derrik got bored, he had his PC come back down into the interrogation. At which point the NPC made clear what promises she understood to have been made in his name, namely that, having given over information, she would be spared from execution. He was then forced to choose between honour (keeping a promise given by his companions in his name) and justice (inflicting the punishment that he believed she deserved). He chose honour, and so the prisoner lived, even though - as a cleric of Torog - the PCs knew that she would have little trouble manipulating her jailers and escaping should she want to, and hence that imprisonment rather than execution was no real punishment at all.

Both the episodes that I have described involve trading on the PC/NPC distinction in traditional RPGs (NPCs are subject to social mechanics but PCs are not). But they involve choices by the PCs that require sacrifice. In the first scenario, the PC who persuades Eko to do the right thing has made her someone not deserving of death (because doing the right thing) but then has to kill her. And then decide how to deal with the just rage of her companion. In the second scenario, the "paladin" PC has to choose between honour and justice. He can't satisfy both vaues.

In your mercy-killer example, I'm not seeing the trade-off, unless you count self-interest as a value. The PC's values oblige him/her to submit to punisment? OK, so s/he should do so.

Can a conflict between values be introduced that will give the scenario dramatic weight? In my view, not easily. Each of the factions is rather mono-maniacal. The whole setting is built around alignment concepts, which tend not to encompass value pluralism very easily. Plus the whole setting is built around the idea that what you believe is what is true, which means that wishful thinking, so far from being a vice, is a universal solvent for all apparent value conflicts.

As I said quite a way upthread, I'm sure work can be done to work around these issues. But personally I am not interested in doing that work. For it to be worthwhile I would have to be smitten by the surface tropes of Planescape - cant, Sigil, portas, angels and devils drinking together in bars, etc. And as I've already indicated I'm not that taken by those tropes.

Conversely, 4e already has the value-conflicts built in. The primordials made creation, and life possible, but want to destroy and remake it. To support them is to affirm life by destroying it. To oppose them is to deny creation and transformation and opt for stasis. That's a genuine conflict right there on the ground floor, which the game makes the players choose between. Through in a few extra twists - the dwarven conflict with giants, the elven coflict with orcs in combination with the fact that the gods really need Gruumsh's mucsles on their side to win the next war, etc - and it seems to me the fantasy drama practically writes itself!

Could you define "real"values, because I think some, maybe even all, of the factions are based around the things human beings think about and care about in the real world every day.
Some are, yes. But as I already mentioned above, they are mono-maniacs about value. Which means that they don't experience conflicts of value, only conflicts of expedience. Which, in RPG terms, tends to push back towards the exploratory play I was describing upthread: "We are committed to goal X, to achieve that within the context of this campaign setting and these mechanics we will need tools ABC, OK let's get going."

...and if one of the PC's is a Xaositects, their antagonists will include Guvners or Mercykillers. And if one of the PC's is a Guvner, their antagonists will include some Xaositects or Bleakers...

So, like, Harmonium (loyalty) vs. Fated (freedom), Mercykiller (vengeance) vs. Guvner (efficiency), Signer (what price to avoid the end of your world?), and, well, any game where a party of 5 is going to each individually have a stake in transforming reality?
What I don't see is why the member of one faction would have any reason, other than perhaps expedeince or prudence, to listen to the demans made by another. So I don't see how the conflict is anything but external and procedural.

Linking this to your example, upthread, of Guvnor vengaeance against the fabric-ripper - part of what makes that, in my view, less compelling than defending one's wife against a vampyr (even if there is nothing more to the situation than that) is that from the point of view of the PC, the Guvnor's vengeance is quite unwarranted. So the PC feels no pang in defending him-/herself. Contrast the PCs in my game who had to deal with Eko's companion after killing Eko - they recognise that they've genuiney wronged him (by killing Eko, his companion) and hence while they defend themselves, they acknowledge that the situation has a tragic dimension. For me, that is a very signficant contrast.
 
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