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<blockquote data-quote="Timeboxer" data-source="post: 2457373" data-attributes="member: 21471"><p>The D&D cosmologies are often categorized similarly but structured differently -- by which I mean, the metaphor used for the planes is different. Far as I can tell, the D&D planes usually consist of the Planes of the Elements (Inner Planes in the Great Wheel), the Planes of Ideology (Outer Planes), and the Transitive Planes, but they can be arranged in various ways -- f'rinstance, the usual D&D structure is the Great Wheel, but I believe FR has them arranged in a tree, and Eberron has an orbital planar structure.</p><p></p><p>If you're looking for any old cosmology, the Great Wheel works pretty well and you would do well to look at the old Planescape stuff, but if you'd like to construct your own, I recommend the Manual of the Planes 3E. There's also no reason why you need to use the "classic" D&D planar categories, so to speak -- Beyond Countless Doorways is very helpful.</p><p></p><p>Another way to look at it is that your cosmology can also affect the stories that you want to tell. The Great Wheel is very heavily based upon the notion of alignment (and, in Planescape, belief and faith), and so using that planar cosmology will be useful for stories in which that plays a big part. The Eberron cosmology results in a lot of planar junction sites and so it encourages play on the Prime Material Plane in which strange magical things happen that are planarly affected. The BCD cosmology works well for a rollicking romp exploring one plane after another after another -- and so on. So.</p></blockquote><p></p>
[QUOTE="Timeboxer, post: 2457373, member: 21471"] The D&D cosmologies are often categorized similarly but structured differently -- by which I mean, the metaphor used for the planes is different. Far as I can tell, the D&D planes usually consist of the Planes of the Elements (Inner Planes in the Great Wheel), the Planes of Ideology (Outer Planes), and the Transitive Planes, but they can be arranged in various ways -- f'rinstance, the usual D&D structure is the Great Wheel, but I believe FR has them arranged in a tree, and Eberron has an orbital planar structure. If you're looking for any old cosmology, the Great Wheel works pretty well and you would do well to look at the old Planescape stuff, but if you'd like to construct your own, I recommend the Manual of the Planes 3E. There's also no reason why you need to use the "classic" D&D planar categories, so to speak -- Beyond Countless Doorways is very helpful. Another way to look at it is that your cosmology can also affect the stories that you want to tell. The Great Wheel is very heavily based upon the notion of alignment (and, in Planescape, belief and faith), and so using that planar cosmology will be useful for stories in which that plays a big part. The Eberron cosmology results in a lot of planar junction sites and so it encourages play on the Prime Material Plane in which strange magical things happen that are planarly affected. The BCD cosmology works well for a rollicking romp exploring one plane after another after another -- and so on. So. [/QUOTE]
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