Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
4E Cosmology
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="occam" data-source="post: 9559288" data-attributes="member: 39815"><p>I assume you're not familiar with 2e's Planescape setting, because almost nothing you've said above is true there. Chaos does not "stay nicely in its lane"; nor does Law, for that matter, nor Good nor Evil. It's repeatedly reinforced in the published materials that a constant push and pull exists between various ideological forces, which can at times result in meaningful change. A location is part of the Abyss not because of a neatly drawn static border, but because a particular strain of extreme Chaos and Evil holds sway there; if it were less extreme, it might instead be considered part of the Outlands, or part of Pandemonium if it's a shade more chaotic and less evil, and so on.</p><p></p><p>The fact that there are 17 Outer Planes in the Great Wheel's conception is simply a consequence of the structure of the alignment system, which itself is a straightforward result of opposing forces along two axes. But just because 16 of those 17 planes are drawn on diagrams as equally sized and spaced blocks of well-confined environments doesn't make them so, and they aren't represented like that in the fiction (of Planescape, anyway). There is always struggle, and the forces aren't necessarily perfectly balanced.</p><p></p><p></p><p>Again, in Planescape entire books and boxed sets were published for every one of these places (Astral, Ethereal, Elemental, and Outer Planes), detailing a multitude of adventuring locations, encounters, adventure hooks, and full adventures. How could an entire book be published about a place "devoid of locations", including locations such as Anavaree, Believer's Forge, the Castle at the Edge of Time, Fellfield, and Leicester's Gap? How could a book be published about places that "cannot meaningfully be adventured in" full of information about adventure locations, means of travel, and conflicts to engage with?</p><p></p><p>And if we take a look at Planescape's series of adventure modules, the very first one (<em>The Eternal Boundary</em>) climaxes with a trip to the Elemental Plane of Fire. Others travel to such "fundamentally identical" places as Elysium, the Beastlands, Mount Celestia, Carceri, Limbo, and Acheron, not to mention the adventure anthologies that range all over the multiverse.</p><p></p><p>The Great Wheel cosmology, even to the extent that you believe it's represented as some objective truth, is not the impediment to adventure gaming that you seem to think. Planescape set out to demonstrate that, successfully IMO.</p></blockquote><p></p>
[QUOTE="occam, post: 9559288, member: 39815"] I assume you're not familiar with 2e's Planescape setting, because almost nothing you've said above is true there. Chaos does not "stay nicely in its lane"; nor does Law, for that matter, nor Good nor Evil. It's repeatedly reinforced in the published materials that a constant push and pull exists between various ideological forces, which can at times result in meaningful change. A location is part of the Abyss not because of a neatly drawn static border, but because a particular strain of extreme Chaos and Evil holds sway there; if it were less extreme, it might instead be considered part of the Outlands, or part of Pandemonium if it's a shade more chaotic and less evil, and so on. The fact that there are 17 Outer Planes in the Great Wheel's conception is simply a consequence of the structure of the alignment system, which itself is a straightforward result of opposing forces along two axes. But just because 16 of those 17 planes are drawn on diagrams as equally sized and spaced blocks of well-confined environments doesn't make them so, and they aren't represented like that in the fiction (of Planescape, anyway). There is always struggle, and the forces aren't necessarily perfectly balanced. Again, in Planescape entire books and boxed sets were published for every one of these places (Astral, Ethereal, Elemental, and Outer Planes), detailing a multitude of adventuring locations, encounters, adventure hooks, and full adventures. How could an entire book be published about a place "devoid of locations", including locations such as Anavaree, Believer's Forge, the Castle at the Edge of Time, Fellfield, and Leicester's Gap? How could a book be published about places that "cannot meaningfully be adventured in" full of information about adventure locations, means of travel, and conflicts to engage with? And if we take a look at Planescape's series of adventure modules, the very first one ([I]The Eternal Boundary[/I]) climaxes with a trip to the Elemental Plane of Fire. Others travel to such "fundamentally identical" places as Elysium, the Beastlands, Mount Celestia, Carceri, Limbo, and Acheron, not to mention the adventure anthologies that range all over the multiverse. The Great Wheel cosmology, even to the extent that you believe it's represented as some objective truth, is not the impediment to adventure gaming that you seem to think. Planescape set out to demonstrate that, successfully IMO. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
4E Cosmology
Top