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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="Stormonu" data-source="post: 8005981" data-attributes="member: 52734"><p>I guess this whole discussion is going over my head. I don't see the multiple prime planes vs. having different "worlds" be in the outer planes as being superior in any way.</p><p></p><p>All I can say is that my encounters with alternate worlds in D&D were mostly in adventures, and there were a few I shied away from because the plane-hopping sequences didn't sound fun to DM (such as IM1, The Immortal Storm where you end up in a magic-less New York)</p><p></p><p>I always saw the Manual of the Planes as a great boon that opened up the concept of plane traveling because it was a book full of ideas and hints on how to frame these strange and distant worlds. Personally, I never saw it as detracting from world jumping but rather it encouraged plane-skipping as well as world jumping.</p><p></p><p>To me, it was Planescape that changed the nature of planar travel by trying to define the planes too much. With it, all your outer plane travelers had to talk in berk-speech and the planes contains these specific, mapped features (I'm thinking of the marvelous Planes of Law/Chaos/Conflict, Guide to Ethereal, Guide to Astral books/boxed sets). Even the Outlands were no longer an ever-changing place but fixed, with the torus Sigil thrust upon us whether it was wanted or not.</p><p></p><p>Still, in the end the designers were smart enough to treat Planescape as just one view of the outer planes. They still designed campaign worlds with different cosmologies (Birthright, Dark Sun, Eberron to name a few) and even decided to shake up the whole cosmology for 4E.</p><p></p><p>If anything, I would say resistance to using reality hopping, plane hopping or whatever is a DM/play group issue - if at all. Just like whether one decides to use Forgotten Realms over Greyhawk and have Mordenkainen pop over to have tea with Elminster.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8005981, member: 52734"] I guess this whole discussion is going over my head. I don't see the multiple prime planes vs. having different "worlds" be in the outer planes as being superior in any way. All I can say is that my encounters with alternate worlds in D&D were mostly in adventures, and there were a few I shied away from because the plane-hopping sequences didn't sound fun to DM (such as IM1, The Immortal Storm where you end up in a magic-less New York) I always saw the Manual of the Planes as a great boon that opened up the concept of plane traveling because it was a book full of ideas and hints on how to frame these strange and distant worlds. Personally, I never saw it as detracting from world jumping but rather it encouraged plane-skipping as well as world jumping. To me, it was Planescape that changed the nature of planar travel by trying to define the planes too much. With it, all your outer plane travelers had to talk in berk-speech and the planes contains these specific, mapped features (I'm thinking of the marvelous Planes of Law/Chaos/Conflict, Guide to Ethereal, Guide to Astral books/boxed sets). Even the Outlands were no longer an ever-changing place but fixed, with the torus Sigil thrust upon us whether it was wanted or not. Still, in the end the designers were smart enough to treat Planescape as just one view of the outer planes. They still designed campaign worlds with different cosmologies (Birthright, Dark Sun, Eberron to name a few) and even decided to shake up the whole cosmology for 4E. If anything, I would say resistance to using reality hopping, plane hopping or whatever is a DM/play group issue - if at all. Just like whether one decides to use Forgotten Realms over Greyhawk and have Mordenkainen pop over to have tea with Elminster. [/QUOTE]
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