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Manual of the Planes
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<blockquote data-quote="Messageboard Golem" data-source="post: 2008407" data-attributes="member: 18387"><p>The 'Nine Hells' are back! Sure they never went away, but TSR wanted to bury them under the name 'Baator' for 2nd Edition. But I'm getting ahead of myself...</p><p></p><p>3rd Ed. Manual of the Planes is a must have core rule book in my opinion. Combined with its sister publication '3rd Ed. Dieties and Demigods' due out next year it forms a structure on which to build the mythology of your champain. And without a solid mythology, IMHO, we might as well be playing MageKnight (an excellent game BTW).</p><p></p><p>1st Ed. MoP had the distinction of being the first well organized description of the DnD multiverse by TSR. It was/is a masterpiece.</p><p></p><p>2nd Ed. Planescape had the distinction of creating a flavor and an attitude to the DnD multiverse that transended the dry facts. A down side was that there wasn't any good cross index to information. And even if there was, all the boxed sets had a bunch of booklets, each starting at page 1.</p><p></p><p>3rd Ed. MoP has the distinction of...well...gee. Let's see, unlike 1st Ed. MoP it's actually a contraction of information. Plaescape authors were very prolific. Had 3rd Ed. MoP been three times the size I still would be complaining about information left out. Also, unlike Planescape, were back to straight facts. The personality is gone.</p><p></p><p>There be gold in them planes:</p><p>3rd Ed. MoP hits just the right level of detail for old timers and new comers. The writing style makes one want to learn more about a place, restoring much of the wonder of 1st Ed. MoP. Much has been said in other reviews about how this book encourages the DM to create his/her own multiverse and perhaps that's helpful for new comers. However, old timers are well aware that the parts of the DnD multiverse that you choose to expose to your players is directly related to the the mythological foundation of your world. Custom Cosmologies flow from your myths.</p><p></p><p>Did he say myths?</p><p>Now we get to the real reason I gave this book a five rating: Grubb, Cordell, and Noonan have done a masterful job of pulling apart the planes into usable independant forms. Once the 3rd Ed. Dieties and Demigods comes out next year, constructing interesting myths on which to base your champain will be a breeze.</p><p></p><p>Well done guys, and Jeff [Grubb] thanks for keeping the mistery of the planes alive!</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008407, member: 18387"] The 'Nine Hells' are back! Sure they never went away, but TSR wanted to bury them under the name 'Baator' for 2nd Edition. But I'm getting ahead of myself... 3rd Ed. Manual of the Planes is a must have core rule book in my opinion. Combined with its sister publication '3rd Ed. Dieties and Demigods' due out next year it forms a structure on which to build the mythology of your champain. And without a solid mythology, IMHO, we might as well be playing MageKnight (an excellent game BTW). 1st Ed. MoP had the distinction of being the first well organized description of the DnD multiverse by TSR. It was/is a masterpiece. 2nd Ed. Planescape had the distinction of creating a flavor and an attitude to the DnD multiverse that transended the dry facts. A down side was that there wasn't any good cross index to information. And even if there was, all the boxed sets had a bunch of booklets, each starting at page 1. 3rd Ed. MoP has the distinction of...well...gee. Let's see, unlike 1st Ed. MoP it's actually a contraction of information. Plaescape authors were very prolific. Had 3rd Ed. MoP been three times the size I still would be complaining about information left out. Also, unlike Planescape, were back to straight facts. The personality is gone. There be gold in them planes: 3rd Ed. MoP hits just the right level of detail for old timers and new comers. The writing style makes one want to learn more about a place, restoring much of the wonder of 1st Ed. MoP. Much has been said in other reviews about how this book encourages the DM to create his/her own multiverse and perhaps that's helpful for new comers. However, old timers are well aware that the parts of the DnD multiverse that you choose to expose to your players is directly related to the the mythological foundation of your world. Custom Cosmologies flow from your myths. Did he say myths? Now we get to the real reason I gave this book a five rating: Grubb, Cordell, and Noonan have done a masterful job of pulling apart the planes into usable independant forms. Once the 3rd Ed. Dieties and Demigods comes out next year, constructing interesting myths on which to base your champain will be a breeze. Well done guys, and Jeff [Grubb] thanks for keeping the mistery of the planes alive! [/QUOTE]
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