Monte's alternate cosmology


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Actually, it's just the beginning of the preview. The cool stuff (in my opinion) comes next time, with the discussion of how the planes move in and out of conjunction, and the game effects that the celestial movements have.

It's something I always wanted to do with Planescape, but it just didn't work with all the game history that had come before.
 

Monte At Home said:
Actually, it's just the beginning of the preview. The cool stuff (in my opinion) comes next time, with the discussion of how the planes move in and out of conjunction, and the game effects that the celestial movements have.

"Conjunction" eh? I'm wondering if that's anything like the way planes opeate in The Hunt: Rise of Evil or Eberron.
 

I feel kinda sad. I love all the flavor of Planescape, and I'd love to run a plane-hopping campaign where my weirdest thoughts could be made manifest, session after session. But most of my games start off in my normal campaign world because I'm often introducing new players and I don't want to start off too weird. I've got a lot invested in this world, and it has sort of been created such that planar travel just . . . doesn't happen.

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 think I'll take a look at this upcoming book. Really, Monte, I love your work. You've got lots of great idea-generating books, the sorts of things that aren't, "Hm, I could use this for my character," but rather, "Damn, I wish I could run a campaign that uses that."

Too many brilliant ideas. Not even a smidgen of enough time. Ah well, I can at least imagine that alternate Me's in infinite worlds are playing a variety of different games. *grin*
 

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!
 

Monte At Home said:
Actually, it's just the beginning of the preview. The cool stuff (in my opinion) comes next time, with the discussion of how the planes move in and out of conjunction, and the game effects that the celestial movements have.

It's something I always wanted to do with Planescape, but it just didn't work with all the game history that had come before.

The fact that you mention Moorcock as an influence for your ideas makes this work looking at (no, I'm not al Elric fanboy, just like the multiverse concept).

That's for the info Monte. :)
 

Beyond Countless Doorways sounds interesting. I remember that in Moorcock's Eternal Champion series, great events were often timed to a conjunction of the spheres. Eberron, I believe, also has important events sometimes linked to conjunctions -- including the creation of some spells to deal with invaders from a horrific plane.

I like the approach of having many planes, as it allows for more flexibility for DMs and less effort into trying to make one's concepts fit into a predefined cosmology.

Will the book have some good advice on running parallel worlds -- where things are similar yet not quite the same? The TV series Sliders dealt with this concept, and a similar concept -- a band of heroes visiting parallel or alternate worlds -- might make for an interesting campaign. Also, any advice on having things from getting too complicated. (The worst case scenario for a Sliders type of party might be having different versions of the same villain from parallel worlds teaming up against them.)

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

Monte At Home said:
Actually, it's just the beginning of the preview. The cool stuff (in my opinion) comes next time, with the discussion of how the planes move in and out of conjunction, and the game effects that the celestial movements have.

It's something I always wanted to do with Planescape, but it just didn't work with all the game history that had come before.


I think I've dampened myself with glee. My longest running campaign features a planar cosmology influenced by Moorcock and M.A.R. Barker (and it seems a heavy dose of Angel). I'm curious to see your take on things.
 


Wow, That sounds really cool. I've always had an idea for the planes where they are more like stars or planets. They all move in relation to the prime and each other. I never really implemented it, so I'm really anxious to see how this shapes up.

Always thought it would be cool if Hell eclipsed the Seven Heavens, would the Good clerics still get spells?
 

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