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D&D (2024) DMG 2024: The Planes


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For the record I have been a "PlaneJammer" advocate for a long time. I prefer the Astral Sea to either the Great Wheel or Spelljammer, and I have never and will never do the while "silver thread" Astral projection thing. I think it's dumb and I really don't care for 70s Dr. Strange comics either.
 

I fully assimilated TSR's campaign settings during the 1e-2e era, and how they set them up is how I prefer them.
Preferences are fine (I generally prefer the 1e TSR era and the 5e WotC era's myself), but the 2e spelljammer setting doesn't make a lot of sense to me. I have never been beholden to the corporate lore though, so Spelljammer just never sank in for me.
 
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Because this thread is about the DMG Micah. What is wrong with you? Are you ok dude???? You literally came into a conversation ABOUT WOTC AND THE DMG AND THEIR PLANS FOR THE FUTURE just to freaking quote me and tell me you don't care about this and why should Reynard? Do you not see how WEIRD that is??
I explained how I find the 5e's Spelljammer's retcon regarding the Astral Plane off-putting. Your rather rude response to that led me to escalate; I'm sorry about that. Earlier I said that all the planar info in the DMG likely has to with marketing their IP, particularly as it is featured in their for-sale adventures, and making sure the parts of the game that are legally WotC's are front and center. I stand by that opinion, but otherwise I don't really have anything productive to say on the subject.

Again sorry I snapped at you, as much as I feel I was provoked. Happy to close that tangent off and hope you don't remain agitated about it.
 

I still have a hard time seeing Spelljammer as a planar game. The Astral thing never sat well with me. I still think wildspace and the Astral should be separate.
Hear, hear! The Astral Sea idea is interesting to me, but - at the end of the day - I prefer the Astral Plane to be something else, like it was described in the 1e Manual of the Planes. A plane of pure thought very much separated from the spelljamming "shipping lanes".
 

For the record I have been a "PlaneJammer" advocate for a long time. I prefer the Astral Sea to either the Great Wheel or Spelljammer, and I have never and will never do the while "silver thread" Astral projection thing. I think it's dumb and I really don't care for 70s Dr. Strange comics either.
I really like 70s Dr. Strange, and 2e Spelljammer, and the Great Wheel.

That being said, plenty of room for other schools of thought.
 

... I really don't care for 70s Dr. Strange comics either.
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One thing I am sure of:

No matter the ruleset/edition: you can play whatever mythology or lore you want. Talking about preferences is cool! But it is never a straight jacket. Go have fun….
 

Which adventures do you think have "good dungeons" in them?

I think sunless Citadel and Forge of Fury are both very good dungeons, but they are from 2 editions ago. I can't think of a memorable "good" dungeon that originated in the 5E era.

My DM mixed in things from a fair chunk of the adventure campaigns, but I still feel like I’ve only played a fraction of the 5E dungeons. Off the top of my head, some of my favourites were: Cragmore Castle, Wave Echo Cave and Ythryn the Necropolis
 

Into the Woods

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