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D&D Multiverse as setting - do you do it?
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<blockquote data-quote="DMZ2112" data-source="post: 6589693" data-attributes="member: 78752"><p>I hear that.</p><p></p><p></p><p></p><p>True to a point, but the purpose of the planes in D&D is to support the Prime Material. All of the fiction is clear on this point -- you might have the occasional scene set in a god's court in the Seven Heavens or Nine Hells or some such, but the Prime is where everyone is /striving/, god and man alike. It's where all the big decisions are made. It is of paramount importance. So there's some back and forth. St. Cuthbert's cathedral in Arcadia might be the source of all justice on Oerth, but it also looks like an Oeridian cathedral, and that justice is colored by an Oeridian perspective. No one is going to mistake it for Helm's cathedral. Symbology is important.</p><p></p><p>My biggest issue with Planescape is that for all its 'belief shaping the planes' canon, the symbology has nothing to do with the official D&D settings. I love it, but it is supremely alien. No matter where you draw the heavens-imposing-their-will/earth-imposing-its-perspective line in the D&D multiverse, you don't get Planescape. There's nothing like Planescape on the Prime Material, and there's /very little/ like the Prime Material in Planescape. </p><p></p><p>If I had it to do over again, I would make what is commonly understood to be "Planescape" a sort of independent middle-distance planar setting, over the hill and across the dale from the wild and wooly "Manual of the Planes" portals and conduits that link the Prime Material to its gods' realms on the planes and back to itself. And then beyond Planescape you'd find ever more increasingly bizarre and unapproachable interpretations of philosophy and its effects on your surroundings, as the Prime Material worlds connected to those distant lands become more and more different from what you know and understand. Because if you allow for a certain distance across which weirdness from other realities can propagate, you can see how Planescape /derives/ from the multiverse so long as it does not interact directly with the multiverse.</p><p></p><p>As written, replacing the Manual of the Planes, no, it totally gets in the way.</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 6589693, member: 78752"] I hear that. True to a point, but the purpose of the planes in D&D is to support the Prime Material. All of the fiction is clear on this point -- you might have the occasional scene set in a god's court in the Seven Heavens or Nine Hells or some such, but the Prime is where everyone is /striving/, god and man alike. It's where all the big decisions are made. It is of paramount importance. So there's some back and forth. St. Cuthbert's cathedral in Arcadia might be the source of all justice on Oerth, but it also looks like an Oeridian cathedral, and that justice is colored by an Oeridian perspective. No one is going to mistake it for Helm's cathedral. Symbology is important. My biggest issue with Planescape is that for all its 'belief shaping the planes' canon, the symbology has nothing to do with the official D&D settings. I love it, but it is supremely alien. No matter where you draw the heavens-imposing-their-will/earth-imposing-its-perspective line in the D&D multiverse, you don't get Planescape. There's nothing like Planescape on the Prime Material, and there's /very little/ like the Prime Material in Planescape. If I had it to do over again, I would make what is commonly understood to be "Planescape" a sort of independent middle-distance planar setting, over the hill and across the dale from the wild and wooly "Manual of the Planes" portals and conduits that link the Prime Material to its gods' realms on the planes and back to itself. And then beyond Planescape you'd find ever more increasingly bizarre and unapproachable interpretations of philosophy and its effects on your surroundings, as the Prime Material worlds connected to those distant lands become more and more different from what you know and understand. Because if you allow for a certain distance across which weirdness from other realities can propagate, you can see how Planescape /derives/ from the multiverse so long as it does not interact directly with the multiverse. As written, replacing the Manual of the Planes, no, it totally gets in the way. [/QUOTE]
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