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General Tabletop Discussion
*Dungeons & Dragons
DnD cosmology - Which Edition do you prefer?
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<blockquote data-quote="Lyxen" data-source="post: 8616834" data-attributes="member: 7032025"><p>No, it's only "easy" to understand now if you read about it on coppermind, because it's:</p><ul> <li data-xf-list-type="ul">Certainly not that explicitly that simple from reading the books, so actually from the perspective of the readers of the players.</li> <li data-xf-list-type="ul">Certainly not simple like that because the actual instances of these realms depend on the world you are in.</li> </ul><p>So rather than considering them "planes", which they are not, they are just wide categories of planes, actually, exactly like the prime, inner and outer planes in the Great Wheel.</p><p></p><p></p><p></p><p>Not really, actuall. There are 16 shards, but not necessarily as many gods, and yes, things change. Coincidentally, how many spokes in the wheel ?</p><p></p><p></p><p></p><p>Exactly like you can explain the prime, inner and outer planes. It will still not give you anything like the complexity that you find in the books, especially from the perspective of the readers / players.</p><p></p><p></p><p></p><p>Because you are not looking at what a "plane" is, you are just looking at principles, which are exactly as complicated as the principles of the great wheel.</p><p></p><p></p><p></p><p>And then, complexity is a good thing, because it creates possibilities, just as Sanderson is doing by combining his 3 principles with the 16 shards and the multiple worlds. Just as the Great Wheel is doing, by looking at the possibilities of 2 directions of alignment, 3 types of planes (Prime, Inner, Outer), and a list of pantheon that can vary from 1 to a few. The principles stay simple, the implementation of combining these principles is what creates the beauty of the setting.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8616834, member: 7032025"] No, it's only "easy" to understand now if you read about it on coppermind, because it's: [LIST] [*]Certainly not that explicitly that simple from reading the books, so actually from the perspective of the readers of the players. [*]Certainly not simple like that because the actual instances of these realms depend on the world you are in. [/LIST] So rather than considering them "planes", which they are not, they are just wide categories of planes, actually, exactly like the prime, inner and outer planes in the Great Wheel. Not really, actuall. There are 16 shards, but not necessarily as many gods, and yes, things change. Coincidentally, how many spokes in the wheel ? Exactly like you can explain the prime, inner and outer planes. It will still not give you anything like the complexity that you find in the books, especially from the perspective of the readers / players. Because you are not looking at what a "plane" is, you are just looking at principles, which are exactly as complicated as the principles of the great wheel. And then, complexity is a good thing, because it creates possibilities, just as Sanderson is doing by combining his 3 principles with the 16 shards and the multiple worlds. Just as the Great Wheel is doing, by looking at the possibilities of 2 directions of alignment, 3 types of planes (Prime, Inner, Outer), and a list of pantheon that can vary from 1 to a few. The principles stay simple, the implementation of combining these principles is what creates the beauty of the setting. [/QUOTE]
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