Planescape is Jeremy Crawford's favourite D&D setting. "It is D&D", he says, as he talks about how in the 2024 core rulebook updates Planescape will be more up front and center as "the setting of settings".
Again, it's already in the core book as the default cosmology. If you made it this long without noticing, you should be able to continue on in 2024 just fine.![]()
I'm well aware that the Great Wheel is the default cosmology in 5E, thank you, and I don't like it, and I say so fairly regularly.You should read the 2014 PHB, DMG, and MM. You're in for a surprise.
W: How much did you take from the manual of the planes and other 1st edition books?
DZC: One of the first steps is to go through existing material and cull details from it. Jeff had a lot of really good stuff in MotP, and I wanted to be as faithful as practical to it. At the same time, my instructions were to make a campaign setting and not just a place to pop out and visit. This meant trying to make things a little friendlier for adventurers (hence stuff like Sigil).
W: What inspired you to make it?
DZC: I decided I wanted to do something really different and give the planes a more surreal treatment. Aside from the tons of history I usually read, some of the other inspirations were experimental fictions (Dictionary of the Khazars, Inivisible Cities are good starts), mysticism, bizarre films, and lots of Philosophy 101, just enough to be dangerous.
Actually pretty straight forward: they are doing both, and the reason is that based on what WotC has said in the past most homebrew is using the Great Wheel. Based on Fizban's and Bigby's, WotC is playing pretty fast and loose and presenting a smorgasbord of options rather than THE TRVTH, but that important detail is guiding their product strategy.So I guess it depends what their priority is these days – support GMs' homebrew campaigns or support the multiverse meta-setting of the D&D brand. I'm of the mind that their priority is the latter, and that the former is secondary / the opinion of individual designers but not the company / lip service.
Oh, I had no idea that most homebrew campaigns use the Great Wheel!Actually pretty straight forward: they are doing both, and the reason is that based on what WotC has said in the past most homebrew is using the Great Wheel. Based on Fizban's and Bigby's, WotC is playing pretty fast and loose and presenting a smorgasbord of options rather than THE TRVTH, but that important detail is guiding their product strategy.
Suuuuper old like ~2015 explanation from Chris Perkins about the Adventure strategy, which I can only.imagine still holds true since they never changed the strategy (I assume that has made things even more the case, if anuthint, in a feedback loop). I am making a slight algebraic leap, but I feel that it is justified:Oh, I had no idea that most homebrew campaigns use the Great Wheel!
That's surprising. Thanks for letting me know! I don't recall that from WotC's old setting survey, was it from some more recent reporting?
I would say that the design team has done a good job dancing that line so far.Yea, it goes like this.
Most games are homebrew of some sort. Many only borrow from WotC or other published sources.
So I think WotC is trying to have its cake and eat it too by the multiverse idea and the great wheel.
Those are really fair critiques. And your opinion is always valid - that's 90% of what we discuss is opinions and understanding each others' points of view. IIRC, the cant was a medley of Cockney Rhyming Slang and terms used by historical thieves (maybe Victorian era? can't remember).I remember, having played some Storyteller games in the preceding years, getting a bad first impression of Planescape, because aspects of it's writing style and it's collection of made-up slang (I remember 'berk' and 'prime' and, particularly, the condescending attitudes conveyed), made it look like a knockoff of White Wolf's goth-punk 'tude that missed the mark, and just came off as pretentious (some would argue that White Wolf always came off that way, too, I'm sure).
Later, as I learned more about it, I was struck by the setting's need of the all-powerful Lady of Pain to arbitrarily keep the whole thing going, and decided my bad first impression wasn't quite bad enough.
I've never really been into published settings, tho, so my opinion is moot, anyway.
(Of course, Planescape is cosmology as well as setting, and, well, I guess I'd prefer to skip Sigil and all it implies, and use the pre-Planescape 1e AD&D multiverse, weird as it may have been, or the World Axis or Dawn War or whatever... maybe lift the Million Spheres from Moorcock....)
Because new players haven't been shown how to homebrew? Probably why they put out an Acq Inc book and like seeing Exandria books - there are plenty of new-gamers who only know D&D through those things.No. No it doesn't. The vast majority of players home brew. What is the point of a default setting?