The main thing is that it is simplified, and that there is more detail regarding it, and that each universe works off brane cosmology. Magic has been codified and explained within the last year or so.No, it's not better, sorry. It's different, but I happen to dislike it, and in particular the ridiculous "speed force" which makes no sense at all. Tastes, and YMMV and all that.
The main thing is that it is simplified, and that there is more detail regarding it, and that each universe works off brane cosmology. Magic has been codified and explained within the last year or so.
What has been done in DnD supplements, although gone into great detail, fails to explain numerous things, and also how can epic heroes take on multiverse level gods. Such a thing is utter nonsense.
Like I said you remove the Speed Force and replace with Astral and Ethereal. Which as written in DnD are just plain terrible.
Alternatively there is also the cosmology from 4e, which is very similar to both Gurps Cabal, and expanded upon in Champions Mystic World.
1. Sphere of the Gods is exactly the Outer planes from Dnd. Quote obviously so.If it works for you, good, but it holds no interest to me, it's not D&D. Note that I would not defend the Great Wheel in any other context than D&D either.
Why ? Look at Brandon Sanderson's books which are really brilliant, this is exactly what heroes do. Again, YMMV and it might not be your cup of tea, but D&D is built around the concept, always has been.
Actually, they have always worked very well for us as transitive planes, the ethereal allowed a lot of shenanigans in dungeons, and the Astral plane, with Githyankis and such was really interesting too.
As mentioned, there are parts of it that were brilliant, and others not so much, again a matter of taste.
Exactly, which is what DC comics has tried to do, and done successfully.I think the real failure is pretending to explain things that aren't grounded in reality
I think the real failure is wanting to explain things that aren't grounded in reality
Yet there is a DC Mutants and Masterminds using 3e I believe.My problem with the DC one is that it was designed for comics and that unfortunately, different mediums don't translate well across each other, it's really hard to implement a RPG in a book / comic / movie setting and vice-versa, they are not designed with the same audience in mind and using the same kind of heroes and actions. This is why, for me, cosmologies designed for TTRPG have always been superior in terms of gaming, they are suited to the hobby.
I hope you haven't played so much D&D that you forgot what reality meansWhat do you mean by "reality" ? The reason for which the Great Wheel and all its little cogs suits me is that it is extremely playable
1. Sphere of the Gods is exactly the Outer planes from Dnd. Quote obviously so.
2. Brandon Sanderson books are all set in one galaxy that I remember. So the deities are not multiverse level that I recall, and Sanderson is very keen on having limits to magic, what it can and cannot do. Now if I am wrong please say so, and point in a direction to get my facts right.
3. Yeah they are transitive planes. But why not just have one?
4. Yes it is, but remember the whole point of this thread is to simplify DnD cosmology, not keep it the way it is.
Exactly, which is what DC comics has tried to do, and done successfully.
Yet there is a DC Mutants and Masterminds using 3e I believe.
The the main M&M 3e setting uses one that is similar to Marvel's in the comics. Both of which are D20, and in essence what you play when DnD / PF breaks and you need to play higher levels of character.
I hope you haven't played so much D&D that you forgot what reality means
I am in fact saying that being playable is what matters, and that I also like Planescape. But when someone says "fails to explain", I shrug because
the game does not have to explain everything, especially does not have to explain every fantasy.
1. I do know DC cosmology, and trust me it is, albeit very simplified....I don't know enough about the DC cosmology, but I suspect it's not the case, the Outer Planes are not only the domains of the gods in the Great Wheel, and some gods don't even dwell there anyway.
You can have a look here, it will show you that it is really a multiverse and not only planets in a galaxy (some of his other series like skywards are not in the cosmere and are in the galaxy though). But it is a multiverse, and a very complex metaphysical one with three realms (Physical, Cognitive and Spiritual) interfering, and it's probably not all as there are also things beyond death not covered by those realms.
Because they behave differently and cover a physical transition and a metaphysical one. One would be more boring and less rich, and honestly "speed force" is a concept that does not make any sense for either, at least to me.
My point is that simplification for the sake of simplification is pointless, designing from the ground up is way better if it matches your goals.
It depends on your point of view, for me the success is very relative in the sense that I'm not interested in it at all for my TTRPGs (contrary to the Great Wheel, or even better to Glorantha).
1. This is plain wrong, right there.Extremely confidential, at best...
I'm sure all the 3 people who played it loved it.
The Modern Age: Threefold setting divides planes into three. Those that follow science, standard physics rules, magical planes, and netherworlds which are essentially afterlife type settings. A good media example of this would the Angel episode where he visits surburbia, or the hell dimensions.One thing I've done my setting, is magical zones, which have some characteristics that you'd normally associate with certain planes. But these are merely areas within the normal world. Death zones (created by ancient mass deaths and/or powerful necromantic magic) that are a bit like Shadowfell, Wild Magic zones that are a bit like Feywild, Elemental zones where the elemental balance is skewed towards one element, making the are more like elemental planes etc.
1. I do know DC cosmology, and trust me it is, albeit very simplified....
2. Ta very much i get a cup of coffee and have a good read of that.
5. Glorantha is extremely limiting a place to rpg to be honest. I know it was the inspiration for Exalted, but even so it is a far more limiting than say DnD.
1. This is plain wrong, right there.
2. I know you are trying to be humorous but seriously dude. It is an incredibly well played game, and is in all seriousness where you go when you want to either DnD or higher level of play. Powers and chargen is reasonably simplistic, more so than standard DnD as it all points buy.
Why doesn't D&D just list like all 50+ planes and give 6-10 configurations? Two of which can be simple.
Then give you guidance to make you own.
For your campaign, you decide what planes to include, inspired by the standard planes, drawn from Earth’s myths, or created by your own imagination.
At minimum, most D&D campaigns require these elements:
A plane of origin for fiends
A plane of origin for celestials
A plane of origin for elementals
A place for deities, which might include any or all of the previous three
The place where mortal spirits go after death, which might include any or all of the first three
A way of getting from one plane to another
A way for spells and monsters that use the Astral Plane and the Ethereal Plane to function
Once you’ve decided on the planes you want to use in your campaign, putting them into a coherent cosmology is an optional step. Since the primary way of traveling from plane to plane, even using the Transitive Planes, is through magical portals that link planes together, the exact relationship of different planes to one another is largely a theoretical concern.
1. Above the gods are 5th dimensional Imps, then above then is the Sixth dimension - the multiverse control room is where the three Monitors watch over reality. The gods are split into fragments, each one exists in every reality- but they can be combined as Darkseid has done. Pre-Crisis Darkseid was bigger than a universe, and when he fell the destruction caused was incalculable. And because you don't know it, you have deemed it useless. Very biased and very small-minded of you.And therefore potentially much less interesting.
Honestly, I would start from the books rather than from Coppermind, which will spoil many good surprises from the books. I'm sure that you started by DC comics and then approached the cosmology, not the other way around. I did the same for D&D and for Sanderson. My point is that the cosmologies are suited to the media.
Well, I thoroughly disagree here. Every single campaign that we've done in Glorantha, whether using Runequest or Heroquest or a mix has been a huge success, as Gloranthat is extremely varied, actually. But like any other setting, it needs to be approached by playing it.
And again, never met anyone who played it or who even advocated it. I'm sure fans love it, but it looks very confidential to me.
I have page 43 bookmarked.Well, I know that no one reads the DMG, but it actually does just that, so...
Just read "creating a multiverse" and in particular the section about "putting planes together", which contains things like this:
I mean something like this might help?I have page 43 bookmarked.
My point is that I don't consider it guidance. Or at least full guidance.
There should be a stp by step example of creation of a cosmos just like creating a PC or race.