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Planescape, 4e, and the problem of worlds without history
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<blockquote data-quote="Jürgen Hubert" data-source="post: 4633952" data-attributes="member: 7177"><p>I think Planescape was awesome, and it remains one of my all-time favorites.</p><p></p><p>However, it should be remembered that Planescape was primarily intended as a setting in its own right, and that's not what was needed for the new edition. Instead, what was needed was a planar cosmology as an adjunct to Material Plane adventures - somewhere where the PCs could go for a couple of adventures, and then return to. Since Planescape deemphasized the importance of any individual material prime world, there was always the risk that the player characters, upon discovering a door to Sigil, would simply stay there and <em>not</em> return to their home plane, derailing any plans the DM might have had for his campaign and forcing it into an entirely new direction as they explore this new, alien environment.</p><p></p><p>In the 4E cosmology, the material plane is "the center of the universe" much more than in previous editions, thanks to the fact that both the Feywild and the Shadowfell strongly echo it. And for a "generic cosmology", this is a lot more useful than the highly detailed Planescape cosmology, no matter how well-crafted it was.</p><p></p><p>I am content with the existing Planescape material - it has managed to cover all the planes in detail and thus can be considered fairly "finished". The new cosmology has a lot of interesting ideas as well which take planar adventuring in new direction, and it has a lot of potential for the future. I will watch with interest how it will develop, even if it isn't Planescape.</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 4633952, member: 7177"] I think Planescape was awesome, and it remains one of my all-time favorites. However, it should be remembered that Planescape was primarily intended as a setting in its own right, and that's not what was needed for the new edition. Instead, what was needed was a planar cosmology as an adjunct to Material Plane adventures - somewhere where the PCs could go for a couple of adventures, and then return to. Since Planescape deemphasized the importance of any individual material prime world, there was always the risk that the player characters, upon discovering a door to Sigil, would simply stay there and [i]not[/i] return to their home plane, derailing any plans the DM might have had for his campaign and forcing it into an entirely new direction as they explore this new, alien environment. In the 4E cosmology, the material plane is "the center of the universe" much more than in previous editions, thanks to the fact that both the Feywild and the Shadowfell strongly echo it. And for a "generic cosmology", this is a lot more useful than the highly detailed Planescape cosmology, no matter how well-crafted it was. I am content with the existing Planescape material - it has managed to cover all the planes in detail and thus can be considered fairly "finished". The new cosmology has a lot of interesting ideas as well which take planar adventuring in new direction, and it has a lot of potential for the future. I will watch with interest how it will develop, even if it isn't Planescape. [/QUOTE]
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