D&D 5E Manual of The Planes vs Adventure of The Planes

Rick McKnight

First Post
I was thinking of compiling the information on the planes and updating some of the rules and information to the 5th edition so I've been testing the waters to see how people feel about such a product and the chances that someone would want to buy something like that if I made one.

So far some of the people I've talked to have expressed the notion that they wouldn't buy an independent version of the manual of the planes if I put one up on DMSGuild but they would be interested in modules and campaigns taking place across the planes.

I wanted to ask some of you on the forums what you thought about it? Would you guys be interested in an independent update of the MoP or do you only care about WOTC's hopefully incoming MoP? Would you be interested in more independent adventures and if not what kind of content would you be more interested in seeing if it came up on dmsguild? Especially as it pertains to the planes?
 

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While I personally have no need for 5e planar material, I will voice my thoughts:

While there always seems to be a market for adventures, there is no way an adventure can cover as much material as a sourcebook. Think of the Curse of Strahd adventure vs. a Ravenloft sourcebook. The adventure had everything needed to run the adventure, but could not cover other areas of the demiplane. An actual sourcebook can fill in those gaps.
So for my money, a sourcebook would be the better value.
 

Thanks for the input. I would generally agree which is what excited me about the prospect of doing a sourcebook. I can understand the rationale that if WOTC puts out their own MoP(5e) it will overshadow whatever I do, but I still like the idea of writing my own MoP(5e).
 

I don't need an updated sourcebook for the planes. Especially not one that would mostly be a conversion from edition X to edition Y. Because if I ever need a ruling on how Limbo works in 5e I can figure something out that will work well enough at the moment I need it to work for the one case where I need it.

On the other hand, I can use more planar adventures. Especially ones set in the "traditional" level tier of high-mid to high level adventurers and geared towards non-planars coming to the planes rather than people who live on the planes. My shelf of Planescape adventures is great if I want to run a planar campaign, but not as good to mine for ideas when I want to take my current group off into a jaunt into Baphomet's Maze in the Abyss or something.

Actually what I could really use is planar sites mapped out as dungeons - not a whole campaign or even a whole story laid out but just the site and encounters that could be plugged into a game. I don't need the adventures these days nearly as much as I need the adventuring sites that I can easily drop into my game when the plot requires it but I don't have time to sit down and plan it out.
 

I was thinking about something like that, expanding and adding details to the individual planes to have more specific locations and structures to point to instead of just a general description of the plane over all.

That is advice similar to what I got from the AL group I asked on accident. They basically also said they weren't interested in an updated MoP so much as in modular stuff for higher level campaigns.
 

I'm thinking maybe I should maybe make a new type of supplemental book for planes. Not like a manual of the planes or quite like an adventure, but an expanded book of maps, monsters, traps, plants, hazards, etc... for planar adventures.

A sort of planar adventures tool book or something like that providing everything a DM needs to create shops, treasure, dungeons, etc... for each of the planes in the Great Wheel Cosmology.
 

If you rewtrite the great modron march as a series of modules taking place all around the planes, I will buy twice.

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If you rewtrite the great modron march as a series of modules taking place all around the planes, I will buy twice.

Not to get too off topic, but a Great Modron March 5e conversion can be found here: http://www.dmsguild.com/product/183...h-5e-Conversion?src=slider_view&filters=45532

Regarding the OP, we're actually going to be starting a Planescape campaign soon. There's been an official "Manual of the Planes" in every edition so far, so for my money, I wouldn't need to see another one - I can reference any of those as needed, and they're all largely re-writes of each other anyways. The fluff is already there, no need to re-hash it.

But like others have said above, I'd be waaaay more interested in either planar adventures, or at least a compilation of planar sites and plot hooks. Many DMs don't have time to develop things from scratch, so we just tweak and incorporate existing modules. I'm always looking for "fuel for the fire," as it were.
 
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Ive never been much interested in the planes
mechanically, so i probably won't even buy the (eventual, I assume) WotC version.

Adventures set on other places though are more likely to get me to at least look at them.
 

Not to get too off topic, but a Great Modron March 5e conversion can be found here: http://www.dmsguild.com/product/183...h-5e-Conversion?src=slider_view&filters=45532
I know and I already have it, but I was asking for something different, something that takes the PCs by hand and brings them all around the planes, one by one, expanding the material found in the original book.
I always hated how that module skips some of the locations that the march actually crosses.



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