jgsugden
Legend
Well, your idea can work - because I've been using evolving versions of setting that uses many of the idea since the early 1980s. My posts in the threads below describe my setting's approach.
www.enworld.org
www.enworld.org
www.enworld.org
www.enworld.org
www.enworld.org
www.enworld.org
The short version:
* In the early 1980s I decided to simplify because I was 10 and the DMG description seemed way too hard for me to follow 'correctly'. In my setting, there was a Prime World (and Universe of planets - infinitely large, but with a prime world at the center), a Heaven (a finite space), a Hell (an infinite area), an Elemental Plane (infinite) and an Astral Plane/Sea (infinite). I ran with that for almost a decade without any real change. We probably booked 3000 game hours (and another 2000 of my prep time) in that setting before I made any real change.
* In the late 1980s I revealed that the Positive Energy Plane, Negative Energy Plane and Ethereal Plane also existed. I did this because it fit my storylines for my setting, and it didn't contradict anything I'd established - but for the most part they didn't have any use or impact. Soon after, I worked in the Ravenloft boxed set concept - modified to fit my game, with the Ravenloft Realms floating in the Astral Sea. We ran with that for almost 20 years without any real change, except me putting a lot of Spelljamming into the Astral Plane/Sea. There was likely about 5000 hours of games playeed during this time.
* When 4E came out I added the Feywild and Shadowfell and moved the Ravenloft Realms into the Shadowfell becaus they fit so well there. I also created a Feywild equivalent to Ravenloft Realms, but there are only 2 established ones - One where Titania and Oberron rule, and one where the Queen of Air and Darkness rules. I also think this is when I shifted the name of the Astral Plane to the Astral Sea officially, but people had been using the Astral Plane like a Babylon 5 Hyperspace for a long time at this point with their Spelljammers. Since 4E came out we've booked about 3000 more hours of gameplan in my setting - although when I moved in late 2019 I rebooted it with a new group of players and made a lot of tweaks (primarily replacing my Homebrew Gods with Dawn War and Greyhawk Gods). The old version is still in use, although I'm playing it rarely online with a couple groups and they're heading towards a calamity that will essentially end the setting.
* How do I know it will end the setting? I also have established a timeline where events are destined to happen, so that even when there is Time Travel and the past is disrupted, the timeline tends to correct back to the same general course. As a result, we know that the future of my campaign world will be an Athasian / Dark Sun / Gamma World style wasteland. Additionally, PCs can venture into the past where the world was, for lack of a better description, more Biblical in feel - The Gods played a much more direct and powerful place in the setting, and it was a brutal and unforgiving environment.

D&D General - What are the "dead settings" of D&D?
A reason/hook for people who don't plan on running the Realms to buy it. How does it expand the available rules or tools for D&D 5e?It is itself the tool, and uses the core rules as written. I'm assumng the market to be a) those who are intending to either run it stock or convert it to their...


D&D 5E - Ethereal Plane in 5e?
I'm going to be using the Ethereal Plane in an upcoming game with a Lost City that exists both on the Material and the Border Ethereal. But I'm having a hard time grasping the essence of the Ethereal Plane (pun intended) even after reading its entry in the 5e DMG, the 3.5e Manual of the Planes...


D&D General - Different regions VS different planes
If you want your adventures to take place in a large fantasy setting that encompasses different civilizations, cultures, pantheons, technologies, perhaps even actual rules... do you prefer to set them in a different region/continent of the world on a single plane of existence (e.g. Forgotten...


Planar Configurations; How Do You Design The Multiverse?
As the title says, I want to know how others organize their planes. Do you use The Great Wheel, are all of your planes alternate versions of the Prime Material, do you have other planes? I wish to know what you have done. I have used a few different planar arrangements, The Great Wheel, a...


D&D General - Assumed Lore/Sacred Cows you've changed +
Gods do not have a single alignment. Mortals do, because mortals are limited. A god has every alignment. If mortals consider a God to be "good," that's just a function of how they interact with that God. They could find the God to be very much the reverse in different circumstances. (I came up...


Planejammer / Spellscape
So I've been thinking about this idea of combining spelljammer and planescape and it bothered me. I knew that a big aspect was that the "flavors", the tone if you will, didn't seen to match. But there was something else, and I think I just figured it out. It's the, ah, logistics. Sigil is...

The short version:
* In the early 1980s I decided to simplify because I was 10 and the DMG description seemed way too hard for me to follow 'correctly'. In my setting, there was a Prime World (and Universe of planets - infinitely large, but with a prime world at the center), a Heaven (a finite space), a Hell (an infinite area), an Elemental Plane (infinite) and an Astral Plane/Sea (infinite). I ran with that for almost a decade without any real change. We probably booked 3000 game hours (and another 2000 of my prep time) in that setting before I made any real change.
* In the late 1980s I revealed that the Positive Energy Plane, Negative Energy Plane and Ethereal Plane also existed. I did this because it fit my storylines for my setting, and it didn't contradict anything I'd established - but for the most part they didn't have any use or impact. Soon after, I worked in the Ravenloft boxed set concept - modified to fit my game, with the Ravenloft Realms floating in the Astral Sea. We ran with that for almost 20 years without any real change, except me putting a lot of Spelljamming into the Astral Plane/Sea. There was likely about 5000 hours of games playeed during this time.
* When 4E came out I added the Feywild and Shadowfell and moved the Ravenloft Realms into the Shadowfell becaus they fit so well there. I also created a Feywild equivalent to Ravenloft Realms, but there are only 2 established ones - One where Titania and Oberron rule, and one where the Queen of Air and Darkness rules. I also think this is when I shifted the name of the Astral Plane to the Astral Sea officially, but people had been using the Astral Plane like a Babylon 5 Hyperspace for a long time at this point with their Spelljammers. Since 4E came out we've booked about 3000 more hours of gameplan in my setting - although when I moved in late 2019 I rebooted it with a new group of players and made a lot of tweaks (primarily replacing my Homebrew Gods with Dawn War and Greyhawk Gods). The old version is still in use, although I'm playing it rarely online with a couple groups and they're heading towards a calamity that will essentially end the setting.
* How do I know it will end the setting? I also have established a timeline where events are destined to happen, so that even when there is Time Travel and the past is disrupted, the timeline tends to correct back to the same general course. As a result, we know that the future of my campaign world will be an Athasian / Dark Sun / Gamma World style wasteland. Additionally, PCs can venture into the past where the world was, for lack of a better description, more Biblical in feel - The Gods played a much more direct and powerful place in the setting, and it was a brutal and unforgiving environment.