Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Dragon 370 - Design & Development: Cosmology
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sir Brennen" data-source="post: 4583155" data-attributes="member: 553"><p>Sooo.... making fantasy locations usable by the DM as a place PCs can actually adventure is somehow not imaginative? Inventing boring, homogeneous places the PCs <em>can't</em> go to shows imagination? How is having a plane which is just where creatures of a particular type come from and PCs can't visit more cool than someplace those same creatures still come from, but the PCs can travel to? </p><p></p><p>Nothing is lost, so many possibilities gained!</p><p></p><p>My own 3E campaign's cosmological history has elementals cast more as antagonists, wanting to rip the world apart and return it to it's primordial essences. If I wanted to have the high level PCs take the fight to an Archelemental demigod, my options were pretty limited. I mean, why would a powerful fire deity dwell in a location that's relatively safe for adventurers to attack? More logically, he'd reside at the "center" of the plane, the superheated core. As mentioned, PCs would have to make themselves immune to fire, and hence totally immune to most of the attacks which creatures of the plane use, which is boring. Also, you know what I'd always have on hand as a powerful resident of an elemental plane to deal with Prime Material interlopers? Dispel Magic. Save or Die. Poof.</p><p></p><p>The Elemental Chaos, however, lets me create fiery locations for the bad guys to reside without them being completely just fire. Making the Elemental Planes someplace PCs can actually explore and interact with isn't tantamount to making them just another a "dungeon". How is being freed to create really cool locations with fantastic features based on the churning chaos less imaginative then setting things either in a pocket of air or solid element? </p><p></p><p>Regarding the World Axis: I don't think people see how flexible it actually is. It's really just a stripped down Great Wheel: Prime Material, Astral Plane and the Inner Elemental Planes, with a couple of co-existing planes. Add the Outer Planes back in as Domains, and there you go.</p><p></p><p>Making the domains in the Astral Sea independent "widgets" was a great move. Now one can keep the core model and use whatever "Outer Planes" they desire. I'm sure this is the approach they'll be using for Eberron. So, yeah, all published settings will use the World Axis model, but they'll still be highly customizable and unique.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 4583155, member: 553"] Sooo.... making fantasy locations usable by the DM as a place PCs can actually adventure is somehow not imaginative? Inventing boring, homogeneous places the PCs [i]can't[/i] go to shows imagination? How is having a plane which is just where creatures of a particular type come from and PCs can't visit more cool than someplace those same creatures still come from, but the PCs can travel to? Nothing is lost, so many possibilities gained! My own 3E campaign's cosmological history has elementals cast more as antagonists, wanting to rip the world apart and return it to it's primordial essences. If I wanted to have the high level PCs take the fight to an Archelemental demigod, my options were pretty limited. I mean, why would a powerful fire deity dwell in a location that's relatively safe for adventurers to attack? More logically, he'd reside at the "center" of the plane, the superheated core. As mentioned, PCs would have to make themselves immune to fire, and hence totally immune to most of the attacks which creatures of the plane use, which is boring. Also, you know what I'd always have on hand as a powerful resident of an elemental plane to deal with Prime Material interlopers? Dispel Magic. Save or Die. Poof. The Elemental Chaos, however, lets me create fiery locations for the bad guys to reside without them being completely just fire. Making the Elemental Planes someplace PCs can actually explore and interact with isn't tantamount to making them just another a "dungeon". How is being freed to create really cool locations with fantastic features based on the churning chaos less imaginative then setting things either in a pocket of air or solid element? Regarding the World Axis: I don't think people see how flexible it actually is. It's really just a stripped down Great Wheel: Prime Material, Astral Plane and the Inner Elemental Planes, with a couple of co-existing planes. Add the Outer Planes back in as Domains, and there you go. Making the domains in the Astral Sea independent "widgets" was a great move. Now one can keep the core model and use whatever "Outer Planes" they desire. I'm sure this is the approach they'll be using for Eberron. So, yeah, all published settings will use the World Axis model, but they'll still be highly customizable and unique. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Dragon 370 - Design & Development: Cosmology
Top