Monte's alternate cosmology

I think I prefer the approach found in the Ultima games, especially in UW2: Labyrinth of Worlds -- the more alike two planes are, the easier the travel between them is. There are many symmetries possible -- symmetry of events, of geography, or populations, of languages, and so on -- and you can try to bring your plane closer to another by altering one of these possible symmetries.

Thus, say, creating a hellish realm could eventually open a portal to a diabolical world.
 

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William Ronald said:
Will the book have some good advice on running parallel worlds -- where things are similar yet not quite the same?

A whole chapter. Obviously, I (or any of the other authors) can't write up a description of a world that's parallel to your campaign world. So instead of writing up a parallel world, the chapter describes how to create your own. It's full of ideas of how to pick things from your own world modify things in your own world to create a unique parallel world.

Also, in working on the book, what do you think were some of the most interesting or challenging concepts?

Like I did with AU, I'm going to be doing a whole series of Design Diary entries on this book. I'll get into a lot of specifics. Hopefully, not only will these questions be answered, but you'll get a good feel for the book as a whole to see if it's something you'll be interested in.
 

Monte: Thanks for the quick response, and I will look at the design diaries. Any thoughts on how the role of planes and planar adventures have changed through the years?

RangerWickett wrote:

I mean, you can summon critters, and there are pocket dimensions, and you can even hop to the elemental planes for brief jaunts. But other worlds have never been touched on. I don't feel this setting needs them. It's just a flavor thing.

What I've decided to do instead, since I love Lovecraft too, is to have dreamscapes (or, dare I say, Mindscapes) that are the creations of the psychic energy of living minds. Sometimes folks can get swept up into them. But they aren't really established places. Only one or two exist full time.

I seem to recall an episode of Carl Sagan's Cosmos where he discusses Hindu cosmology, and the thought that the universe is the dream of a god. This, in addition to your approach, might be an interesting way to handle some planes. (Although I doubt many PCs would want to spend time in one of Vecna's Dreamscapes. ;) )
 
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Monte,

I have used a cosmology based on Moorcock's Seas of Fate for some time now. I love the mysticism it generates and the freedom I feel as a DM when I create otherwordly realms. I dislike highly structured cosmologies; they can make infinity feel claustrophobic. I look forward to your product. :)
 





Another issue that I suspect the book will explore is how truly alien some planes can be. As some planes are inhospitable, I would not be surprised if there are some spells or feats to aid adventurers in surviving some very challenging environments. That and I suspect there may be a few planar based classes or prestige classes.
 

Henry said:
Don't know why, but the word "cosmoloty" sounds Russian to me. :)

I shall have to immediately henceforth hie to Monte's virtual estate and check it out. Thanks!
Dare I say, in Soviet Russia, cosmoloty explores you?

*ducks*

--The Sigil
 

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