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Planescape IS D&D Says Jeremy Crawford
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<blockquote data-quote="Paul Farquhar" data-source="post: 9150398" data-attributes="member: 6906155"><p>I guess this is why WotC is putting out all those videos (that you clearly haven't watched) to explain what the Planescape setting is, because it isn't that.</p><p></p><p>The general conceit of the D&D multiverse is that there are multiple prime material planes. This has been true since before I started playing in 1982, and largely exists so players can move their favourite characters between different campaigns (very common in the early days of D&D). For example, the original Dragonlance setting book dedicated a lot of it's space to importing characters from different settings. The general assumption tends to be that there are not multiple copies of the other planes, although most of them are infinite, and therefore include everything that can possibly exist on that plane. Of course, DMs are free to rule otherwise, in order to resolve some discrepancy perhaps.</p><p></p><p>But, despite the existence of all these planes, most D&D campaigns take place mostly on one, on account of planer travel being DIFFICULT and RARE. It is, of course, possible to create a "setting-of-the-week" campaign. The Radiant Citadel is an example of this, but it's very much the exception. In my 40 years of experience DMing, most campaigns have the occasional short visits to other planes, but the vast majority of the action takes place on one. Baldur's Gate 3 is an example of a typical D&D campaign in this respect. It visits about 3 other planes, but about 95% of the action takes place in the Forgotten Realms. And Planescape (1994 <em>and</em> 2023) is no exception to this. Despite the name, the vast majority of the action takes place in Sigil and it's surroundings. Sigil is also know as "The Cage" because it is so difficult to leave, even for a high level wizard with a belt full of tuning forks. Again, you can see this by looking at the CRPG version of Planescape, which rarely leaves Sigil.</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 9150398, member: 6906155"] I guess this is why WotC is putting out all those videos (that you clearly haven't watched) to explain what the Planescape setting is, because it isn't that. The general conceit of the D&D multiverse is that there are multiple prime material planes. This has been true since before I started playing in 1982, and largely exists so players can move their favourite characters between different campaigns (very common in the early days of D&D). For example, the original Dragonlance setting book dedicated a lot of it's space to importing characters from different settings. The general assumption tends to be that there are not multiple copies of the other planes, although most of them are infinite, and therefore include everything that can possibly exist on that plane. Of course, DMs are free to rule otherwise, in order to resolve some discrepancy perhaps. But, despite the existence of all these planes, most D&D campaigns take place mostly on one, on account of planer travel being DIFFICULT and RARE. It is, of course, possible to create a "setting-of-the-week" campaign. The Radiant Citadel is an example of this, but it's very much the exception. In my 40 years of experience DMing, most campaigns have the occasional short visits to other planes, but the vast majority of the action takes place on one. Baldur's Gate 3 is an example of a typical D&D campaign in this respect. It visits about 3 other planes, but about 95% of the action takes place in the Forgotten Realms. And Planescape (1994 [I]and[/I] 2023) is no exception to this. Despite the name, the vast majority of the action takes place in Sigil and it's surroundings. Sigil is also know as "The Cage" because it is so difficult to leave, even for a high level wizard with a belt full of tuning forks. Again, you can see this by looking at the CRPG version of Planescape, which rarely leaves Sigil. [/QUOTE]
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