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D&D Lore Changes: Multiversal Focus & Fey Goblins of Prehistory
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<blockquote data-quote="Yaarel" data-source="post: 8532085" data-attributes="member: 58172"><p>I like the idea of jumping between settings.</p><p></p><p>Yet an ongoing concern is, the current multiverse approach risks turning every setting into a Wheel/FR/Planescape setting.</p><p></p><p>Each universe needs to be able to function differently and to have come into existence differently. Different cosmogonies for different universes. What one knows is true in one universe might turn out to be factually untrue in an other universe.</p><p></p><p>A universe like Forgotten Realms might have gods create and control everything in that universe. But an other universe might have come into being without any gods at all. And so on.</p><p></p><p>This cosmic uncertainty principle allows the multiverse to handle any setting, whether FR, or Dark Sun, or Eberron, or Magic The Gathering, or reallife Earth (which is actually canon in novels via visitors to and from our Earth).</p><p></p><p>The cosmic uncertainty principle also explains the common D&D trope of there being different opinions about the origins of something. How is this even possible? Scholars can use magic to divine a yes-or-no answer to any question. Or timetravel to the where-and-when of the origin in question. Yet, the magic itself taps into the potential realities that are possible, and all of the opined explanations are potentially able to have happened that way, making it difficult to resolve which origin is the one that actually happened. In a way, magic works too well, and thus while enlightening certain question also brings to the answer the uncertainty of infinite possibilities.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8532085, member: 58172"] I like the idea of jumping between settings. Yet an ongoing concern is, the current multiverse approach risks turning every setting into a Wheel/FR/Planescape setting. Each universe needs to be able to function differently and to have come into existence differently. Different cosmogonies for different universes. What one knows is true in one universe might turn out to be factually untrue in an other universe. A universe like Forgotten Realms might have gods create and control everything in that universe. But an other universe might have come into being without any gods at all. And so on. This cosmic uncertainty principle allows the multiverse to handle any setting, whether FR, or Dark Sun, or Eberron, or Magic The Gathering, or reallife Earth (which is actually canon in novels via visitors to and from our Earth). The cosmic uncertainty principle also explains the common D&D trope of there being different opinions about the origins of something. How is this even possible? Scholars can use magic to divine a yes-or-no answer to any question. Or timetravel to the where-and-when of the origin in question. Yet, the magic itself taps into the potential realities that are possible, and all of the opined explanations are potentially able to have happened that way, making it difficult to resolve which origin is the one that actually happened. In a way, magic works too well, and thus while enlightening certain question also brings to the answer the uncertainty of infinite possibilities. [/QUOTE]
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