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Manual of the Planes: The Switch to a Standard Multiverse, and Why it Matters (Part 2)
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<blockquote data-quote="DEFCON 1" data-source="post: 8005214" data-attributes="member: 7006"><p>What you go over is all well and good, but it doesn't really change anything. Because there's literally no reason why someone who wanted to do something weird couldn't do so regardless of whatever planar structure D&D has. It doesn't matter if it was original Gygax multiverse, new and improved multiverse, or whatever. If someone wants to write a Boot Hill-style / D&D crossover, they can do so. They don't need a certain multiverse configuration to do it. And plus., no one is going to re-write any books to go backwards to the old style anyway. The books are what they are and what we have is what we have.</p><p></p><p>If people want to say another way was better... that's cool, that's their prerogative... but it doesn't matter. You can't retroactively change something that is already written.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8005214, member: 7006"] What you go over is all well and good, but it doesn't really change anything. Because there's literally no reason why someone who wanted to do something weird couldn't do so regardless of whatever planar structure D&D has. It doesn't matter if it was original Gygax multiverse, new and improved multiverse, or whatever. If someone wants to write a Boot Hill-style / D&D crossover, they can do so. They don't need a certain multiverse configuration to do it. And plus., no one is going to re-write any books to go backwards to the old style anyway. The books are what they are and what we have is what we have. If people want to say another way was better... that's cool, that's their prerogative... but it doesn't matter. You can't retroactively change something that is already written. [/QUOTE]
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Manual of the Planes: The Switch to a Standard Multiverse, and Why it Matters (Part 2)
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