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".
Rolemaster. Burning Wheel. Original Classic Traveller. Torchbearer. Dungeon World. HeroQuest revised. I think it's quite common.D&D should have a default setting. I can't think of many RPGs that don't have a default setting.
Does that mean that the books have any implications on what settings should include for mechanical or roleplay purposes, or am I simply struggling to think about what that means having not read the rules of these systems?Rolemaster. Burning Wheel. Original Classic Traveller. Torchbearer. Dungeon World. HeroQuest revised. I think it's quite common.
I guess this is why WotC is putting out all those videos (that you clearly haven't watched) to explain what the Planescape setting is, because it isn't that.But now, If I would go planescaping and go to ebberon or exandria, suddenly I also have another feywild, another ravenloft another shadowfell, other gods that all have no relations to my stuff in the forgotten realms.
It's clearly a business decision made to give the content creators as much flexibility as possible.
Sometimes I want to play D&D. But I have never been interested in the approach to D&D in which the world of my game is just one, perhaps an insignificant one, of many worlds. I know the "parallel prime material planes" thing is an idea with a long history, but I've never found it appealing and don't regard it as part of playing D&D.It never ceases to amaze me how many people want to play D&D without playing D&D.
They are selling the notion that no matter if you are playing Eberron, Faerun or Bob's homebrew, you're part of a larger collective community and in theory PCs from different worlds and settings can meet up and share adventures. That villains like Tiamat or Venca can threaten multiple worlds. That great artifacts like the Deck of Many Things can appear in any world and then disappear off to the next. That powerful archimages like Tasha or Mordenkainen spread magical knowledge to all manner of places, and that if you want a dhampir warlock from Barovia, a gnome artificer from Sharn, a kender sorcerer from Solomnia and a gith fighter from the Rock of Braal to meet up in a pub in Sigil and stop a plot by Orcus, by God do what you will.
That has always been the implicit nature of D&D's multiverse. You're welcome to ignore it the same as any bit of lore or rule, but I see no problem with WotC trying to connect the community together and say "it's all D&D".
In both these posts the bit that I've bolded doesn't entail the rest. Yes, there is a community of D&D players, and because they are playing D&D commonalities exist in the worlds that they imagine - the rules for PC build, including the spell lists; the magic item lists; and the Monster Manual, all bring this about.I think the idea isn't to turn D&D into a world/reality hopping setting (unless you want it to) but to establish certain commonalities exist through all the worlds of D&D. Not a radical or new idea, just one where they embrace that each setting is part of the greater whole rather than an isolated island.
Rolemaster has PC build, magic item and monster lists that suggest a fantasy setting broadly along the lines of mainstream D&D c 1980.Does that mean that the books have any implications on what settings should include for mechanical or roleplay purposes, or am I simply struggling to think about what that means having not read the rules of these systems?
Keep in mind that WotC's not forcing you to abandon your homebrew cosmology. What they are trying to do is create a shared game that is more than just mechanics being shared. Where things like Venca or Moradin or the Deck of Many Things can show up anywhere if the DM wants. There doesn't have to be "This is Eberron, Venca isn't a thing here." If the DM wants to put Venca in his Eberron game. That the PC I made in Bob's game could (if allowed) portal to Susie's game and keep being played there.Sometimes I want to play D&D. But I have never been interested in the approach to D&D in which the world of my game is just one, perhaps an insignificant one, of many worlds. I know the "parallel prime material planes" thing is an idea with a long history, but I've never found it appealing and don't regard it as part of playing D&D.
In both these posts the bit that I've bolded doesn't entail the rest. Yes, there is a community of D&D players, and because they are playing D&D commonalities exist in the worlds that they imagine - the rules for PC build, including the spell lists; the magic item lists; and the Monster Manual, all bring this about.
But this doesn't have any implication that (for instance) my imaginary world and its cosmology, metaphysics etc are related to your imaginary world with, perhaps, a quite different cosmology, metaphysics etc.
Tough! It's D&D canon, so if my players decide they want to visit/invade/lick your game world, they can. Mwuahaha!But I have never been interested in the approach to D&D in which the world of my game is just one, perhaps an insignificant one, of many worlds.
I never suggested otherwise. I was replying to your assertion that, by ignoring "multiversal" stuff I'm playing D&D without playing D&D.Keep in mind that WotC's not forcing you to abandon your homebrew cosmology.
To me, this has nothing to do with any multiverse.What they are trying to do is create a shared game that is more than just mechanics being shared. Where things like Venca or Moradin or the Deck of Many Things can show up anywhere if the DM wants. There doesn't have to be "This is Eberron, Venca isn't a thing here." If the DM wants to put Venca in his Eberron game. That the PC I made in Bob's game could (if allowed) portal to Susie's game and keep being played there.
I've got no view on how old guard it is, but this is not something I've ever done.Frankly, that's as old school as you can get. The old guard players I know (who played before I even knew about the game) used to talk about porting PCs from DM to DM using portals and magic. That Bob's world and Susie's world both somehow had the City of Greyhawk on them. Or that players would take PCs across genres, as the 1e DMG implies in its conversion rules from Boot Hill and Gamma World.
I've taken no offence at anything anyone has said, let alone WotC whose marketing can include whatever they want.The notion that a DM's world is a isolated, curated garden of world building that would make GRR Martin jealous is a more recent take on gaming. And there is nothing wrong with deciding you want only D&D's rules and none of its lore. But people taking offense that Wizards would dare say we're all part of the same D&D Multiverse just because we all play D&D is a bit hard to take.