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Planescape IS D&D Says Jeremy Crawford
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<blockquote data-quote="ReshiIRE" data-source="post: 9150374" data-attributes="member: 7031231"><p>Did it ever really die totally?</p><p></p><p>t didn't even die in the D&D sphere, as Paizo continued it with Pathfinder and Golarion; obviously that spun off into its own system, but at the very least*, all Adventure Paths are in some way 'canon' in some way and have had large effects on the world. While these effects don't have to matter and aren't really forced, other Adventure Paths have referenced them (mostly explicitly the Runelord trilogy), and in particular, Pathfinder 2e updated the world to take account of most Adventure Paths**, which added several new countries, set up new conflicts, and caused a major villain to rise up.</p><p></p><p>As well as that, the vast majority of books, rules or setting wise***, have the details of setting as it is in the current year in Golarion - e.g., the first Adventure Path for Pathfinder, <em>Rise of the Runelords, </em>takes place in 4708 AR (2008 was when the book was released); Pathfinder 2e's Core Rulebook's setting information matches Golarion in the year 4719 AR; books released this year match the year 4723 AR, etc. So nothing is frozen in place at-least from Paizo's perspective, so you can have lore changes that you <em>may </em>want to take account of when reading these setting books.</p><p></p><p>Now, Paizo doesn't really promote this or make this a huge aspect of the setting, and I haven't seen people advocate that you <em>must</em> follow the current status quo or setting changes. Some places have seen a lot more changes than others, and some you can just read old books and be up to date with an area's current status quo. Heck, there's a lot of still very relevant 1e books; <em>the Inner Sea World Guide</em> is often recommened for a reason.</p><p></p><p>... Yes, this is a long tangent, but to circle back to the main post: I think Wizards being clear that D&D in their concept is a multiverse and that worlds link together <em>does</em> allow them to do more expansive Adventures and have 'metaplots' <em>in some settings</em> while keeping others more loose. Following the Paizo model could work very well for D&D, by creating adventures that link together in a loose triology. That may require some endings to be 'canon' or not, but then Wizards could promote that as a great springboard for homebrewing settings: you played the previous adventure and came to a different ending? Well, here's some tools to identify how you could change this adventure, remix it, and make what your group previously did matter, while still being able to follow this adventure. Etc.</p><p></p><p>My impression from a number of people is that sometimes the adventures created by Wizards can be very hit and miss, particularly in the amount of work GMs have to do to prepare them. An idea like this could make certain aspects trickier, but I do think it could also bore fruit in engagement and making the next generation of D&D adventures even better.</p><p></p><p>* I believe the plots of each Pathfinder Society plot is as well, and probably many adventures, though they do not have the same effect on the world as most Adventure Paths due to not being as big of adventures as your typical Adventure Path (which tends to go from 1 to 20).</p><p></p><p>** To the point there was some controversy among older players, as <em>Ironfang Invasions' </em>canon ending and effect on the world is one a lot of players of the module did not opt for and did not enjoy. But that ending presents a lot of interesting narrative complexities for Paizo and GMs to indulge in. The <em>Kingmaker </em>Adventure Path has no canon ending due to it being mainly a sandbox as well as some story mechanics, so I don't know how it ties into anything.</p><p></p><p>*** The upcoming Season of Ghosts Adventure Path is a significant exception, and I think Kingmaker <em>might </em>be. It got a re-release this year, but unlike Season of Ghosts, there's no disclaimer stating anywhere that it takes place during 4710 AR~ like the original version did.</p></blockquote><p></p>
[QUOTE="ReshiIRE, post: 9150374, member: 7031231"] Did it ever really die totally? t didn't even die in the D&D sphere, as Paizo continued it with Pathfinder and Golarion; obviously that spun off into its own system, but at the very least*, all Adventure Paths are in some way 'canon' in some way and have had large effects on the world. While these effects don't have to matter and aren't really forced, other Adventure Paths have referenced them (mostly explicitly the Runelord trilogy), and in particular, Pathfinder 2e updated the world to take account of most Adventure Paths**, which added several new countries, set up new conflicts, and caused a major villain to rise up. As well as that, the vast majority of books, rules or setting wise***, have the details of setting as it is in the current year in Golarion - e.g., the first Adventure Path for Pathfinder, [I]Rise of the Runelords, [/I]takes place in 4708 AR (2008 was when the book was released); Pathfinder 2e's Core Rulebook's setting information matches Golarion in the year 4719 AR; books released this year match the year 4723 AR, etc. So nothing is frozen in place at-least from Paizo's perspective, so you can have lore changes that you [I]may [/I]want to take account of when reading these setting books. Now, Paizo doesn't really promote this or make this a huge aspect of the setting, and I haven't seen people advocate that you [I]must[/I] follow the current status quo or setting changes. Some places have seen a lot more changes than others, and some you can just read old books and be up to date with an area's current status quo. Heck, there's a lot of still very relevant 1e books; [I]the Inner Sea World Guide[/I] is often recommened for a reason. ... Yes, this is a long tangent, but to circle back to the main post: I think Wizards being clear that D&D in their concept is a multiverse and that worlds link together [I]does[/I] allow them to do more expansive Adventures and have 'metaplots' [I]in some settings[/I] while keeping others more loose. Following the Paizo model could work very well for D&D, by creating adventures that link together in a loose triology. That may require some endings to be 'canon' or not, but then Wizards could promote that as a great springboard for homebrewing settings: you played the previous adventure and came to a different ending? Well, here's some tools to identify how you could change this adventure, remix it, and make what your group previously did matter, while still being able to follow this adventure. Etc. My impression from a number of people is that sometimes the adventures created by Wizards can be very hit and miss, particularly in the amount of work GMs have to do to prepare them. An idea like this could make certain aspects trickier, but I do think it could also bore fruit in engagement and making the next generation of D&D adventures even better. * I believe the plots of each Pathfinder Society plot is as well, and probably many adventures, though they do not have the same effect on the world as most Adventure Paths due to not being as big of adventures as your typical Adventure Path (which tends to go from 1 to 20). ** To the point there was some controversy among older players, as [I]Ironfang Invasions' [/I]canon ending and effect on the world is one a lot of players of the module did not opt for and did not enjoy. But that ending presents a lot of interesting narrative complexities for Paizo and GMs to indulge in. The [I]Kingmaker [/I]Adventure Path has no canon ending due to it being mainly a sandbox as well as some story mechanics, so I don't know how it ties into anything. *** The upcoming Season of Ghosts Adventure Path is a significant exception, and I think Kingmaker [I]might [/I]be. It got a re-release this year, but unlike Season of Ghosts, there's no disclaimer stating anywhere that it takes place during 4710 AR~ like the original version did. [/QUOTE]
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