• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Pathfinder 1E Paizo - Scourge of Old Worlds?

Charles Dunwoody

Man on the Silver Mountain
In my opinion, Dragon and/or Dungeon shouldn't revamp any old settings. Two reasons. First, a magazine article cannot duplicate the info in the old boxed sets. And second, the fans who like the setting won't be pleased and gamers like me who don't use them don't have a useful article. Not much in Dark Sun I can use in other campaigns.

I do think the Great Wheel is fine for Planescape. I think it is a terrible design for the core rules. I would much prefer a simplified system, with extra options put into the Manual of the Planes.

Reducing the number of planes in the core rules would make the game more focused. Maybe move the Shadow Plane (much as I like it) and associated spells, Positive Plane, and Negative Plane to the Manual of the Planes, combine the Ethereal and Astral, and stick with just two planes for good and evil (from which positive and negative energy flow) and one for the elements. Everything could be expanded later for DMs who want it.
 

log in or register to remove this ad

Having just got Dragon #321, and having read the editorial (and letter sections), I'm rather disturbed about a trend I'm seeing in how Paizo deals with established campaigns.

The editorial for that issue consisted of Matthew Sernett talking about the established D&D cosmology, the Great Wheel. He talks about how it's the best and worst feature of D&D...seems rather ambivalent so far. What irked me was that he posted a positive, and then immediately posted the same thing for a negative...I could be wrong here, but I got the impression he was undercutting what he'd just said on purpose, as though trying to prove a point.

The last few paragraphs seem to make that point clear. After telling us how much he enjoys the D&D Great Wheel, he then says that the "interrelations of gods, afterlife, the planes, and the concept of infinity never received the concentrated thought necessary for them to make any sense." He then also points out that most DMs only use the planes for high-level playing.

The part that gave me the shudders though was that, after making a pointed reference to the Planar Handbook, he says that the entire cosmology needs to be redesigned.

Matthew, did you never play Planescape? A significant portion of what you talk about was addressed in that campaign line. To go point for point:

Bad: The planes are infinite! Let's take Bytopia as an example. On that plane, the sky is filled with another plane. You look up and see distant lakes, forests, and mountains. This idea is great on the surface, but what's under all that infinite ground on two planes? Infinite earth. The interesting part of the plane is sandwiched between two areas of earth and stone that continue endlessly down (or up, dependng on your perspective).

How many angels are in Heaven? D&D doesn't say, but they must be infinite to keep the infinite number of evil creatures coming from their infinite planes. If there is an endless supply of angels, why don't they help out more on the Material Plane? They can't all be aloof.

The comments on Bytopia are probably the best example of thin logic in regards to the planes. That said, because there's nothing said either way, DM creativity is easily able to solve this. The solution I used was that, after burrowing down a number of miles (as a rule of thumb, I had that number of miles be equal to the distance between the surfaces of the two layers of Bytopia), you suddenly break ground...on the surface opposite the one you started tunneling from. It wasn't that hard to implement, and it didn't run counter to any established rules.

Likewise, in terms of distances and space (I'll deal with creatures next), Bytopia is perhaps the only real example that needs thought like this, because none of the others do. The next closest examples are Gehenna (four finite mountains in infinite void), and Celestia (seven mountains as part of a single mountain, all on an island in an infinite sea of holy water), and these have even received (albeit cursory) examination in regards to (in)finity in various Planescape products.

Likewise, on the subject of angels and other denizens has been addressed. Numerous products talk about how the tanar'ri (probably just demons now), are infinite, versus the numerous but finite baatezu. That already breaks wide open the idea that angels must be infinite, or that any other race must be.

Likewise, the idea of Outsiders being infinite, and therefore should be helping the Material Plane in huge numbers, seems to ignore that the material plane is itself infinite. If you have only a subset of infinite creatures helping out on the totality of an infinite plane, you aren't going to see too many results personally...not to mention that we've also seen plenty of products, both about celestials (Warriors of Heaven) and otherwise talking about why celestial aid on the Prime isn't overt.

Bad: You can adventure in Heaven and Hell! Sure, the planes are a nice place to visit, but you wouldn't want to live there. Wait a minute...yes you would! Why not simply go to one of the god planes and live out an idyllic existence free from care? It's where you'll go when you die. Heck, why not skip the whole life part and go straight to Heaven?

Again, this point just doesn't seem plane-specific. This is basically asking, "Why adventure when you can relax at home?", which is true of anywhere. People adventure because they want to...it doesn't make that much of a difference if they'd be cooling their heels in a tavern in their hometown, or a tavern in Celestia...PCs adventure because that's what makes the game fun, and in-character, because they have things that motivate them beyond living comfortably - even in an opulent mansion you can be bored, and want some excitement. Don't point the question of "why risk life and limb" as a problem solely for Heaven.

Bad: You can visit the homes of the gods! Pelor not answering your prayers? Why not ask him in person? What does Pelor do in Elysium anyway? Why doesn't he come down and help out? Why not ask him? If you don't like his answer, you an visit some other deity and ask her. What stops you from asking deities all kinds of questions and begging for varieties of aid? Do they all hide from you? Do they all have bureaucratic underlings that demand an appointment? Do they all get angry?

Again, this has been covered...the various PS supplements talked about the gods...usually over and over again. On Hallowed Ground is just one example.

That said, does it really seem outlandish to answer "yes" to any of the above questions? Let's try something; in the above paragraph, replace the word "god" (or "deity") with "world leader", and imagine what it would be like if you tried to do that (be it in a D&D world or in the real world). Suddenly it doesn't seem so abstract, does it? Now multiply that by several orders of magnitude, since these beings are actual, honest-to-alignment GODS, and you see why these questions seem somewhat ridiculous.

Add this to the fact that most DMs consider the planes appropriate for only high-level play, and we end up with a situation where the most imaginitive apsect of D&D rarely sees use in most games.

I can't speak for "most DMs" (can anyone?), but my answer to this is just: Planescape. 'nuff said.

...to truly suit the needs of play, the cosmology needs to be wholly redesigned. Sure we should keep the sacred cows, but the rest should find their way to the chopping block.

I don't know about you, but I'm hungry for hamburger.

There's a reason why hamburgers are bad for you (and I don't mean mad cow disease).

Having made all those points, the reason the thread title intimates doom is because Paizo's magazines are the last rallying points (official websites notwithstanding) for the discontinued campaign worlds (who else would give us new official material?)...and talk like this is making me edgy.

We've heard an editorial like this before, from Erik Mona just before the Spelljammer mini-game was released...which contained almost no elements of the original campaign at all.

Likewise, the recent Dark Sun articles, once digested by the community, were not well-received for how they were done...not because they weren't done well, but because they WERE done well, and then were edited to something that wasn't as good...so much so that Dave Noonan himself felt the need to distance himself from the edited version.

(Perhaps not so coincidentally, this issue contains four letters about Dark Sun, three who loved it to death, and one who didn't. One of them even says that the "cranky whiners" of the WotC forums and EN World do not represent the majority of Dark Sun fans...again, is there a national registry of fans of which I remain unaware?)

Paizo responds by pointing out that A) they have limited space for these articles, and B) even the old fans can't agree on what an update should look like.

While it's obvious that these are two very valid points, there is a difference between "breezing over details and cutting out concepts" and actively changing concepts...the same way that there are some concepts which most fans agree are too integral to cut out (at least without changing the setting in significant ways). It isn't breezing over details to say there are paladins on Athas...that's an out-and-out alteration. It isn't "cutting out concepts" to have spelljamming helms be able to be made by any spellcaster with the relevant item creation feat...it's a deliberate change. I'm not advocating that campaigns need to be frozen, but there is a very clear difference between changes made to the in-character features of a campaign (who is alive, who rules what area), and the mechanical aspects of it (what geography it covers, how magic works, the classes/races allowed, etc).

I'm not saying Paizo needs to give us more than they possibly could (be it altogether, or in terms of page count), nor am I suggesting that they need to cover every detail...what bothers me is when established parts of a setting are deliberately changed (and having something major to the campaign be completely absent is a change, since its too integral to just cut out). This has been done twice now, with results being mixed at best, to disliked at worst, and I'm worried that the wind seems to be blowing in that same direction for a third time.
 
Last edited:

Alzrius said:
I'm not saying Paizo needs to give us more than they possibly could (be it altogether, or in terms of page count), nor am I suggesting that they need to cover every detail...what bothers me is when established parts of a setting are deliberately changed (and having something major to the campaign be completely absent is a change, since its too integral to just cut out).

I agree with this sentiment.

To expand on it a little, let me just increase its scope. One of the (very few) things about 3e that I really dislike is its cavalier disregard for established continuity. From Cuthbert taking on part of Trithereon's portfolio to wiping out abilities that were major plot points in past adventures to changing the entire cosmology of some campaign worlds (ie FR), it seems as though any concerns about making 3.x compatible with past editions have been defenestrated.

BAD WOTC!!!

Sigh... overall, I love 3e, and I can't imagine ever going back; but this is very aggravating.
 


the Jester said:
I agree with this sentiment.

To expand on it a little, let me just increase its scope. One of the (very few) things about 3e that I really dislike is its cavalier disregard for established continuity. From Cuthbert taking on part of Trithereon's portfolio to wiping out abilities that were major plot points in past adventures to changing the entire cosmology of some campaign worlds (ie FR), it seems as though any concerns about making 3.x compatible with past editions have been defenestrated.

BAD WOTC!!!

Sigh... overall, I love 3e, and I can't imagine ever going back; but this is very aggravating.
Woah, hold on there. Some changes are not justified, and some are.

Sean K Reynolds clearly has demonstrated why the change to FR Cosmology was justified and warranted.

Lets also remember, Paizo is not WOTC. They are a seprate company who simply has a license to publish official material.

The change to Forgotten Realms, was justified. (That change anyway.) Some others since then, perhaps not.

The change to darksun...that I do not agree with.
But lets not jump on the anti corporate bandwagon and say that all changes are bad.
 

BrooklynKnight said:
Sean K Reynolds clearly has demonstrated why the change to FR Cosmology was justified and warranted.

Where? I checked his webpage, but the rant that should answer that hasn't been posted yet.

Lets also remember, Paizo is not WOTC. They are a seprate company who simply has a license to publish official material.

True enough.

The change to Forgotten Realms, was justified. (That change anyway.)

I don't agree, but that isn't what this thread is about, as you noted. Paizo isn't WotC.
 
Last edited:

The Great Wheel cosmology used to be the *official* Outer Planes of ALL of TSR's/WotC's campaign worlds. Throw into the mix all the gods from the Legends & Lore book and you had quite a party.

Now the Great Wheel is exclusively the domain of the Greyhawk campaign setting.

I can see why WotC separated everything, but it was kinda cool having such a cosmopolitan Outer Planes.
 

BrooklynKnight said:
Sean K Reynolds clearly has demonstrated why the change to FR Cosmology was justified and warranted.

Well, I missed that clear demonstration... but I submit that such changes are not warranted if they destroy considerable established backstory of someone's campaign. Fortunately, I don't play FR so this wasn't the case for me personally, but if I was still playing my old Greyhawk game, it would have wreaked total havoc on the campaign's history and internal consistency (if we decided to implement it) since the Realms were tied tightly to my GH campaign (even if somewhat invisibly).

Lets also remember, Paizo is not WOTC. They are a seprate company who simply has a license to publish official material.

Very true, and worth noting.

The change to Forgotten Realms, was justified. (That change anyway.)

I'm curious- what was the justification? I haven't bought a single FR 3e product, though I've given a lot of thought to picking up Underdark, so I only know what I've read in friends' stuff.

Was there an 'in game' justification, or was it all retrofitted to the new cosmology?

But lets not jump on the anti corporate bandwagon and say that all changes are bad.

Well, that certainly wasn't my intention... as I stated above, I love 3e and can't imagine going back, but that doesn't mean that I forget the history of the campaign. Heck, my players don't either, even if their current characters didn't have much to do with the old stuff.

I'm all for changes that improve the game; disregarding continuity is a step in the wrong direction, imho. It would be like if a new Star Trek series came out and established that klingons were quadrupeds. I'd be like, wtf??

A good change is one that improves the game without stretching my existing history like taffy. Oh, so orcs (klingons) don't look like pigs anymore (have bumpy heads now)? Well, that's cool- it improves the look and doesn't mess anything up.

I get the same feeling about a fair number of past-edition continuity issues. At least gimme a damn weak explanation or justification- the darkmantle is the next evolutionary phase of the piercer? Okay, I can buy that.

But how'd my cleric's god lose his control over retribution??
 


Alzrius said:
Matthew, did you never play Planescape? A significant portion of what you talk about was addressed in that campaign line.

Here's the thing: a significant number of people (of which I am one, despite having played D&D for 22+ years) have never played Planescape. It's utterly irrelevant to us.

Furthermore, to keep things in line with "established continuity" with respect to the fans of the setting, one must be familiar with every aspect of a setting, including some of the most obscure pieces of lore.

There is a certain amount of continuity that is desirable, but too much makes everything just rehashes of old material. :( Conversely, you don't want to change things just because you don't want to look it up.

Major changes - such as the reorganisation of the entire planar structure - are really problematic. OTOH, such a change was 2E -> 3E: the entire rule structure changed significantly. There are times when it must be done, because what has come before limits what you can do later.

With certainty, you will always have people who prefer what came before, and rightly so. However, if you get into a position where nothing you do meets with approval, then something has gone greatly wrong. (Greyhawk suffers from that to a large extent).

Cheers!
 

Into the Woods

Remove ads

Top