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<blockquote data-quote="nikolai" data-source="post: 1096350" data-attributes="member: 10130"><p>The planar meta-plot in D&D is quite vague. But there are several reasons you can go for, such as:</p><p></p><p>1) The battle between good and evil is winnable. It's just no-one's won it yet. If either side did win the universe would be ruled by the forces of the victorious side for all eternity and the other side be consigned to oblivion. The battle is worth fighting as it is for both survival and very high stakes - the only thing standing in the way of disaster is eternal vigilance.</p><p></p><p>2) The battle is unwinnable. Good and evil will always exist. But as the balance of good and evil shifts, the future of countless worlds and souls is decided. So by gaining an advantage each side wins victories through the corruption/salvation of mortals and the creation of hells/paradises on thousands of worlds. Both sides are fighting not to defeat the other, but to win temporary respite or victories for their side.</p><p></p><p>If anyone out there has some more takes on it I'd love to hear them.</p><p></p><p></p><p></p><p>Well, yes. I don't think this'd be that organised though. The idea of details of how to survive in the planes being found in ancient tomes and quests for magical equipment which allows you to survive in extreme environment is very D&D. How this works out in a campaign depends upon the frequency of planar travel and how PCs are introduced to the planes. I'd introduce them though the looting of the tomb of a wizard who was rumoured to travel to the "worlds beyond", or have them summon one of the denziens of a plane to interogate, etc.</p><p></p><p>Thanks for raising the issue. It's at the heart of the D&D backplot, but rarely get's talked about.</p><p></p><p>nikolai.</p></blockquote><p></p>
[QUOTE="nikolai, post: 1096350, member: 10130"] The planar meta-plot in D&D is quite vague. But there are several reasons you can go for, such as: 1) The battle between good and evil is winnable. It's just no-one's won it yet. If either side did win the universe would be ruled by the forces of the victorious side for all eternity and the other side be consigned to oblivion. The battle is worth fighting as it is for both survival and very high stakes - the only thing standing in the way of disaster is eternal vigilance. 2) The battle is unwinnable. Good and evil will always exist. But as the balance of good and evil shifts, the future of countless worlds and souls is decided. So by gaining an advantage each side wins victories through the corruption/salvation of mortals and the creation of hells/paradises on thousands of worlds. Both sides are fighting not to defeat the other, but to win temporary respite or victories for their side. If anyone out there has some more takes on it I'd love to hear them. Well, yes. I don't think this'd be that organised though. The idea of details of how to survive in the planes being found in ancient tomes and quests for magical equipment which allows you to survive in extreme environment is very D&D. How this works out in a campaign depends upon the frequency of planar travel and how PCs are introduced to the planes. I'd introduce them though the looting of the tomb of a wizard who was rumoured to travel to the "worlds beyond", or have them summon one of the denziens of a plane to interogate, etc. Thanks for raising the issue. It's at the heart of the D&D backplot, but rarely get's talked about. nikolai. [/QUOTE]
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