DrJawaPhD
Hero
Great Wheel for me, it works greatOut of interest, I know some people have already mentioned it, but what cosmology (if any) are people using in their home games?
Great Wheel for me, it works greatOut of interest, I know some people have already mentioned it, but what cosmology (if any) are people using in their home games?
none I do not dm too scatterbrained to get it to work and none who I have gotten to play with care about such thingsOut of interest, I know some people have already mentioned it, but what cosmology (if any) are people using in their home games?
Mine is fairly simple and mirrors 4e in a lot of ways:
At the top is Godsheim, the home of the gods and the various celestials.
Below them is the material plane which sits above/within the elemental plane though both are separate from each other, you don't look up and see the elemental plane of fire, for instance.
The Shadowfel and Feywild sit next to the material plane, they aren't true echoes of the material plane but you can use them to bypass obstacles if there are handy connections between material plane and one of the others.
Below the elemental planes sits the lower planes, home of the fiends, all grouped together with warring fiendish kingdoms.
Various connections allow access to the different planes, I use a great river that flows between them that people can use to access the others if they know how.
Yeah, this is where I tend to distinguish between functional symmetry and grid-filling symmetry. The Great Wheel always struck me as the latter. There were monsters that didn't exist until the creation of planes "required" them in order to fill the Great Wheel's grid, but a number of these planes are kind of just duds that exist for the sake of maintaining symmetry.I think the main thing is that many critics of the Great Wheel perceive it as full of useless symmetries that exist to give everything a direct opposite and every alignment plane an in-between step, even if that creates what is effectively dead space as far as 'is this usable for an adventure'. Now this sort of worldbuilding may be up some people's allies--after all there are plenty of places too hostile for people IRL--but in terms of a game space I can see why some DMs prefer the designers not to waste space in the text and diagrams explainign something they don't need.
As an aside... the World Axis is also symmetrical--the Material-Fey-Shadow symmetry as well as the Astral Sea/Elemental Chaos symmetry, but it was deliberately designed to that everything had potential conflicts and adventure hooks, even the Seven Heavens. So as I indicated earlier, to me the problem isn't symmetry but that quite a few of the outer planes aren't evocative enough that they need to exist as their own realm, at least in my opinion.
5e "practical cosmology" is 4e cosmology with a coat of Great Wheel paint and a different 2d projection of an at least 4d space (and no 2d projection of 4d measures up). The Feywild and Shadowfell are precisely where you would expect and are the important two. The Elemental Planes float within the Elemental Chaos, which is more accessible than the Astral Sea - and the Outer Planes are not limited to the sixteen.Am I just weird? I'm 57 in March and this summer will mark my 50th year in D&D. I've hated the Great Wheel ever since I can remember. The shift in Cosmology and the addition of the Feywild and Shadowfell in 4e I thought was brilliant. I was disappointed when 5e went back to the Great Wheel model. I've kept 4th edition Cosmology In all my stuff and refuse to let it go. A couple of my players say I'm being a "Boomer" about it
What are people's thoughts on the current Cosmology In 5e? Do you make use of it or ignore it? Do you run successful adventures in it? Inquiring minds want to know!![]()
That's true, but it is only a flaw because they aren't activated well by the game IMO.Yeah, this is where I tend to distinguish between functional symmetry and grid-filling symmetry. The Great Wheel always struck me as the latter. There were monsters that didn't exist until the creation of planes "required" them to the fill the Great Wheel's grid were first created, but a number of these planes are kind of just duds that exist for the sake of maintaining symmetry.
This is also one reason why I appreciated Eberron's cosmology and the World Axis cosmology. Planes were designed more in terms of their themes. So it was easier to group likes together or even have more interesting mashups. For example, you will find Fire Elementals, Fire Demons, and Fire Devils all on Eberron's plane of Fernia. This meant that there were generally less redundancies.That's true, but it is only a flaw because they aren't activated well by the game IMO.
Ideally, each plane should have a number of unique challenges and story seeds that makes it fun to adventure there. The best way to do this is a Radiant Citadel-style anthrology, where the players have to go to different planes to do different things.
But I will say...most of them are completely redundant in terms of description. Everything from Arcadia to Arborea is literally the same idea with small differences like "Oh the Seven Heavens are seven mountains with a FOREST AND RIVER" or "Aborea is a giant forest with MOUNTAINS AND A RIVER" etc etc etc. It honestly feels like there is no difference at all in the Upper Planes. At least the Lower Planes have the Abyss, the Nine Hells, Gehenna...but then Hades is LITERALLY just Gehenna 2, and Archeon is just Gehenna with less evil.
So I think the issue is less symmetry, and more so the planes themselves are really mid.
Mine is similar to 5e with some changes to the positive and negative (which I no longer remember because I don't use them), changes to how Athas and Eberron interact with the cosmos, and I incorporated the Far Realm and the MtG worlds.Out of interest, I know some people have already mentioned it, but what cosmology (if any) are people using in their home games?
If I were running D&D, then I am usually playing either the Nentir Vale or Eberron. So I usually just adopt their respective cosmologies. I don't really run D&D in other official settings or even homebrew settings.Out of interest, I know some people have already mentioned it, but what cosmology (if any) are people using in their home games?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.