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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Cosmology Part II
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<blockquote data-quote="wingsandsword" data-source="post: 3802310" data-attributes="member: 14159"><p>Uh, why should every plane be a place for adventuring?</p><p></p><p>Some planes shouldn't be places for Dungeon Crawl of the Day, the Elemental Planes are one of those places, they exist because they make metaphysical sense to a quasi-medieval setting.</p><p></p><p>Maybe I'm not in sync with the new design philosophies, but D&D setting elements, such as cosmology should be written to fit the setting as a whole, not the system.</p><p></p><p>Why should a planar cosmology be designed first and foremost as a place for adventuring? Most campaigns will probably never go planar, or might do so on rare occasion, the planes are there for lore and exposition, not as just an infinite realm of monsters patiently waiting easy execution by PC's for their neatly arranged piles of treasure.</p><p></p><p>There can and should be places the PC's might be physically capable of going (with the right spells) but would probably be a waste of time to adventure there. Should every Kingdom be ripe for adventuring and no Kingdom in a D&D world have a large and effective standing army that keeps monsters and crime in check or be a place of absolute oppressive evil such that PC's would want to adventure any place else? </p><p></p><p>Then again, they are blowing up Forgotten Realms to make it fit the "points of light" model, so apparently WotC has decided that every place in every D&D world must be a ripe field for adventuring and nothing can be there just for flavor or background or exposition. It makes me wonder if in the new "improved" Forgotten Realms they are going to make it possible for non-Elves to set foot in the Isle of Evermeet, since Evermeet is a terrible place to adventure because only elves can go there and it's very heavily guarded. Since every place in the game has to be there just for ease of adventuring rather than story or exposition or lore, not just planes.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 3802310, member: 14159"] Uh, why should every plane be a place for adventuring? Some planes shouldn't be places for Dungeon Crawl of the Day, the Elemental Planes are one of those places, they exist because they make metaphysical sense to a quasi-medieval setting. Maybe I'm not in sync with the new design philosophies, but D&D setting elements, such as cosmology should be written to fit the setting as a whole, not the system. Why should a planar cosmology be designed first and foremost as a place for adventuring? Most campaigns will probably never go planar, or might do so on rare occasion, the planes are there for lore and exposition, not as just an infinite realm of monsters patiently waiting easy execution by PC's for their neatly arranged piles of treasure. There can and should be places the PC's might be physically capable of going (with the right spells) but would probably be a waste of time to adventure there. Should every Kingdom be ripe for adventuring and no Kingdom in a D&D world have a large and effective standing army that keeps monsters and crime in check or be a place of absolute oppressive evil such that PC's would want to adventure any place else? Then again, they are blowing up Forgotten Realms to make it fit the "points of light" model, so apparently WotC has decided that every place in every D&D world must be a ripe field for adventuring and nothing can be there just for flavor or background or exposition. It makes me wonder if in the new "improved" Forgotten Realms they are going to make it possible for non-Elves to set foot in the Isle of Evermeet, since Evermeet is a terrible place to adventure because only elves can go there and it's very heavily guarded. Since every place in the game has to be there just for ease of adventuring rather than story or exposition or lore, not just planes. [/QUOTE]
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