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D&D Multiverse as setting - do you do it?
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<blockquote data-quote="Staffan" data-source="post: 6589894" data-attributes="member: 907"><p>I'm not a big fan of the D&D Multiverse. Planescape is cool... or rather, <strong>Sigil</strong> is cool. But I'm not a big fan of the Great Wheel, because it's too closely tied to the alignment system and the gods.</p><p></p><p>A lot of the D&D multiverse is about "box-checking." OK, so you have demons and devils... that's cool. And then daemons... and demodands, and slaad, and modrons, and guardinals and eladrin and archons, because every alignment needs to have their own planar race apparently. And the four elements are cool, but all the varieties of element + other elemenent and/or energy plane are confusing and pointless - particularly since most of them are some variety of "go there and die."</p><p></p><p>4e's cosmology was one of the things I liked about it, because the structure was a lot simpler and open-ended: you have the Prime, with the parallel realms of the Feywild and Shadowfell. You have the (singular) Elemental Plane, where all the elements intermix, but in a purer form than on the material plane - and it being much more habitable than the 2e elemental planes. And then you have the Astral Sea, where a bunch of not-exhaustively-defined planes hang out. Basically, the 4e cosmology can encompass all the good parts about Planescape without including the bad ones.</p><p></p><p>I mostly like Eberron's cosmology, because it's not as alignment-based, and it keeps the gods out of things. It also fits the setting very well.</p><p></p><p>As for Spelljammer, I think it's one of the coolest and most out-there ideas ever in D&D, but it definitely leans heavily on the concept of Refuge in Audacity. I mean, you have wooden ships sailing through space, because <strong>why not</strong>? It might not be to everyone's tastes, but it certainly is to mine.</p><p></p><p>I do not, however, particularly like it as a way of connecting different D&D settings - it works much better when used as a setting of its own, based around the concept of spelljamming. Basically, going from Greyspace to Realmspace is a lot like going from Europe to America - yes, that's a thing you can do with a ship, but it's not super-exciting, particularly if all you're going to do when you get across the pond is get off and do the same thing you could do on the other side. But a campaign set in the West Indies? Lots of islands gives you lots of reasons to actually use your ship to get from one place to another, dealing with different things on different islands, and the increased frequency of nautical travel provides a good reason for nautical encounters with pirates, sea monsters, and other fun things.</p><p></p><p>Similarly, jamming from one sphere to another is not where the good part of Spelljammer is. No, what you want is a single sphere with lots of small planets and/or asteroid belts, preferably ones that aren't quite self-sustaining thereby providing incentive for trade.</p><p></p><p>(Oh, and the idea of "let's turn spellcasters into engines so they can't cast spells" is dull as heck, so scrap that while you're at it.)</p></blockquote><p></p>
[QUOTE="Staffan, post: 6589894, member: 907"] I'm not a big fan of the D&D Multiverse. Planescape is cool... or rather, [B]Sigil[/B] is cool. But I'm not a big fan of the Great Wheel, because it's too closely tied to the alignment system and the gods. A lot of the D&D multiverse is about "box-checking." OK, so you have demons and devils... that's cool. And then daemons... and demodands, and slaad, and modrons, and guardinals and eladrin and archons, because every alignment needs to have their own planar race apparently. And the four elements are cool, but all the varieties of element + other elemenent and/or energy plane are confusing and pointless - particularly since most of them are some variety of "go there and die." 4e's cosmology was one of the things I liked about it, because the structure was a lot simpler and open-ended: you have the Prime, with the parallel realms of the Feywild and Shadowfell. You have the (singular) Elemental Plane, where all the elements intermix, but in a purer form than on the material plane - and it being much more habitable than the 2e elemental planes. And then you have the Astral Sea, where a bunch of not-exhaustively-defined planes hang out. Basically, the 4e cosmology can encompass all the good parts about Planescape without including the bad ones. I mostly like Eberron's cosmology, because it's not as alignment-based, and it keeps the gods out of things. It also fits the setting very well. As for Spelljammer, I think it's one of the coolest and most out-there ideas ever in D&D, but it definitely leans heavily on the concept of Refuge in Audacity. I mean, you have wooden ships sailing through space, because [B]why not[/B]? It might not be to everyone's tastes, but it certainly is to mine. I do not, however, particularly like it as a way of connecting different D&D settings - it works much better when used as a setting of its own, based around the concept of spelljamming. Basically, going from Greyspace to Realmspace is a lot like going from Europe to America - yes, that's a thing you can do with a ship, but it's not super-exciting, particularly if all you're going to do when you get across the pond is get off and do the same thing you could do on the other side. But a campaign set in the West Indies? Lots of islands gives you lots of reasons to actually use your ship to get from one place to another, dealing with different things on different islands, and the increased frequency of nautical travel provides a good reason for nautical encounters with pirates, sea monsters, and other fun things. Similarly, jamming from one sphere to another is not where the good part of Spelljammer is. No, what you want is a single sphere with lots of small planets and/or asteroid belts, preferably ones that aren't quite self-sustaining thereby providing incentive for trade. (Oh, and the idea of "let's turn spellcasters into engines so they can't cast spells" is dull as heck, so scrap that while you're at it.) [/QUOTE]
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