Dragon 370 - Design & Development: Cosmology


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I generally agree with those who see the "inhospitable" planes of past editions as wonderful, interesting background, and disagree that such places need to be upgraded in terms of their accessibility to players. The examples already given are instructive: the ocean, the sky, etc. We don't need to fill the sky with castles or make (normal) water breathable so that we can have more square-footage for adventuring. The ocean and the sky are beautiful in their own right, and their inhospitable qualities are part of their mystique.

I also want to acknowledge the point that many have already made: yes, as a DM, you can change things to be back to the way they were, or make this or that alteration to the new cosmology. But this seems beside the point, because it's always true of any change made to the game or its assumed world. At some point we have to agree that some design decisions are better than others and that changing the game's default assumptions makes a difference to people.

Planescape was my favorite setting, and one meta-aspect of Planescape that made it feel believable (rather than "real"), was its complexity. The outer planes were colorful, complex, numerous, and mind-bending. They were realms of ideas and of contradictions. Even the "narrators" of many Planescape books struggled with grasping the multiverse, sometimes disagreeing with the standard assumptions about the world. Consider Planescape's "Faces of Evil", a sourcebook on fiends. One of the authors of the texts notes that he believes the Abyss is not actually made of infinite layers, but simply has an ridiculously large finite number. Similarly, when I read posts about how foolish Planescape is because there are an "infinite" number of demons, I wonder whether Planescape's very real hesitance to reify its cosmology is ever taken into account.

Here's a quote from Hellbound: The Blood War on the "infinite" number of tanari:

"But planar scholars argue that the baatezu aren't so stupid as to fight an unwinnable war. They say that Baator's commitment alone is enough to prove that the numbers of the tanar'ri are not infinite, no matter what the bean-counters might think. Instead, these graybeards offer two possible schools of thought..."

Basically, the planes are hard to figure out, and the scholars disagree. Most campaign settings simply don't work that way: the DM is told "what's really happening" (for the most part) and things go on their jolly way. In Planescape, the DM is told that the very fabric of the cosmos and the nature of its inhabitants and its wars are the subject of debate, not of certainty.

And that, my friends, was the beauty of the old cosmology.
 

No I was saying that the idea of having a universal cosmology as per including deities as well as realms is not a good one.
No, with respect to cosmologies you said, and I quote, "Having the same just means that each setting will look a slight mirror reflection of the next".

Therefore any setting that has the same cosmology as another (say, Planescape and Greyhawk) is just a slight mirror reflection of that setting. That assertion is demonstrably false. And it has been demonstrated false.
 

Is it really that much of a surprise that most of the supporters of the Elemental Planes and the Great Wheel cosmology appear to be Planescape fans?
 


Feywild: As long as I could say the Feywild was only accessed in the heart of druid groves, then I'd be mostly fine. But as soon as someone can setup a method to cross into the faerie realm of wooded bounty, you instantly have access to resources you could return with and become instantly wealthy. Feywild would need to be either blocked off from Athas like the rest of the multiverse was so as to prevent plane hopping adventurers from returning with heaps of gold and metal (in Feywild's case, wood and food) and becoming the next dynastic merchant house in one swoop. Or Feywild would need to be drastically altered in description to be nearly unrecognizable as other settings experience it. Will World Axis allow for such a descriptive change? Or allow Feywild to be cut off as definitively as the Outer Planes were in 2e?

Exactly. The Feywild is a 'concentrated' reflection of the natural world. Athas is a land of desert, until you hit the jungles. Thus, the Feywild version is a 'more pure' form of that desert. It's days are hotter, and the nights are cooler. The colors are more vibrant and the vegetation that does exist is larger and also more dangerous. And the fey? You dont want to know about the fey.

I rather like the idea someone had...the Feywild is nature 'turned up to 11' :D

This is pretty much spot on how the Feywild is described in MoP. It's definitely not just woods and happy hippie eladrin wandering around glades, looking for friendly nymphs. It's a really nasty place, even more so if the world it reflects is a nasty place.
 

Now that I've started reading my copy of MotP, I don't understand all the outrage. It talks about variant cosmologies. It even has a sidebar telling you how to do the Great Wheel in 4e. What's the problem?
 

Now that I've started reading my copy of MotP, I don't understand all the outrage. It talks about variant cosmologies. It even has a sidebar telling you how to do the Great Wheel in 4e. What's the problem?

Nerdrage, jumping to assumtions, and desperately searching for things to take offence at. Keeping discussion on the internet moving forward since, forever.

Phaezen
 

Nerdrage, jumping to assumtions, and desperately searching for things to take offence at. Keeping discussion on the internet moving forward since, forever.

So are we all nerdragers because we discuss RPG on a RPG forum? Oh noes! ;)

I think it was a valid discussion, with interesting points from both sides.
 
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