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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="Urriak Uruk" data-source="post: 8005219" data-attributes="member: 7015558"><p>This is a good well-researched post, but I think you are boxing yourself into a false choice here... it's pretty well established in 5E that although the Great Wheel, and the planar classification in general, is the default assumption for the multiverse, it is just an assumption.</p><p></p><p>I'll quote the 5E PHB:</p><p></p><p><strong>SIGIL AND THE 0UTLANDS</strong></p><p><em>The Outlands is the plane between the Outer Planes, a plane of neutrality, but not the neutrality of nothingness. Instead it incorporates a little of everything, keeping it all in a paradoxical balance-simultaneously concordant and in opposition. It is a broad region of varied terrain, with open prairies, towering mountains, and twisting, shallow rivers, strongly resembling an ordinary world of the Material Plane. The Outlands is circular, like a great wheel-in fact, those who envision the Outer Planes as a wheel point to the Outlands as proof, calling it a microcosm of the planes. That argument might be circular, however, for it is possible that the arrangement of the Outlands inspired the idea of the Great Wheel in the first place.</em></p><p></p><p>Page 43 and 44 of the DMG go into much more detail about alternative ways of organizing the multiverse, including the World Tree and the World Axis. The provide an additional eight(!) different ideas for how to organize the multiverse.</p><p></p><p>Meaning, you don't really have to follow these "rules" at all. The multiverse can be whatever you deem it to look like, and the Great Wheel is just a philosophical misunderstanding of the multiverse, much like how Ptolemy misunderstood how the Sun doesn't orbit the Earth in ancient times in real life.</p><p></p><p>At the end of the day, a lot of players like how the multiverse is organized for them because it allows for "plug and play." That doesn't mean that's actually "canon" D&D, as there is no canon multiversal system; the core 5E books admit no one can prove definitely how the multiverse actually is organized, if it is at all.</p><p></p><p>Anyway, the point is, if you don't like how the planes are organized in the Great Wheel, don't use it. The DMG literally says that's just one suggestion out of many, and even contains a box explaining how to create your own planes.</p></blockquote><p></p>
[QUOTE="Urriak Uruk, post: 8005219, member: 7015558"] This is a good well-researched post, but I think you are boxing yourself into a false choice here... it's pretty well established in 5E that although the Great Wheel, and the planar classification in general, is the default assumption for the multiverse, it is just an assumption. I'll quote the 5E PHB: [B]SIGIL AND THE 0UTLANDS[/B] [I]The Outlands is the plane between the Outer Planes, a plane of neutrality, but not the neutrality of nothingness. Instead it incorporates a little of everything, keeping it all in a paradoxical balance-simultaneously concordant and in opposition. It is a broad region of varied terrain, with open prairies, towering mountains, and twisting, shallow rivers, strongly resembling an ordinary world of the Material Plane. The Outlands is circular, like a great wheel-in fact, those who envision the Outer Planes as a wheel point to the Outlands as proof, calling it a microcosm of the planes. That argument might be circular, however, for it is possible that the arrangement of the Outlands inspired the idea of the Great Wheel in the first place.[/I] Page 43 and 44 of the DMG go into much more detail about alternative ways of organizing the multiverse, including the World Tree and the World Axis. The provide an additional eight(!) different ideas for how to organize the multiverse. Meaning, you don't really have to follow these "rules" at all. The multiverse can be whatever you deem it to look like, and the Great Wheel is just a philosophical misunderstanding of the multiverse, much like how Ptolemy misunderstood how the Sun doesn't orbit the Earth in ancient times in real life. At the end of the day, a lot of players like how the multiverse is organized for them because it allows for "plug and play." That doesn't mean that's actually "canon" D&D, as there is no canon multiversal system; the core 5E books admit no one can prove definitely how the multiverse actually is organized, if it is at all. Anyway, the point is, if you don't like how the planes are organized in the Great Wheel, don't use it. The DMG literally says that's just one suggestion out of many, and even contains a box explaining how to create your own planes. [/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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