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General Tabletop Discussion
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Sage Advice: Plane and world hopping (includes how Eberron and Ravnica fit in D&D cosmology)
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<blockquote data-quote="Yaarel" data-source="post: 7472160" data-attributes="member: 58172"><p>Conflating all settings into a single multiverse supersetting necessarily *changes* the settings. The settings have conflicting views about the multiverse, so it is impossible to reconcile and systematize these descriptions without *changing* them to various degrees. Even recontextualizing a description changes the meaning of the description.</p><p></p><p></p><p></p><p>With regard to how changing context changes meaning. I find it unappealing to decide that the characters within one setting that has a cool compelling cosmology of the multiverse − are simply stupid ignorant morons who dont yet understand what the truth is. That seems a counterproductive way to make an appealing setting.</p><p></p><p>For example, one of the design conceits of Eberron is that religions are subjective. If there is an objective religious truth, then the inhabitants of Eberron are simply wrong − and are stupid ignorant morons − then that ruins Eberron for me.</p><p></p><p>An other player discovering as ‘fact’ a silliness of ultra-literal ‘crystal’ spheres (made out of quartz?), might find that this ‘fact’ ruins the setting for them.</p><p></p><p>If I design a D&D setting where the ‘elemental plane of water’ is simply the polar ice cap floating on the Arctic Sea, and the ‘elemental plane of fire’ is simply the Sahara Desert − or the sun − this setting that could be interesting would simply be wrong according the rules as written.</p><p></p><p>Even if one argues that the DM decides rule zero, there remains some delirious imperialistic craving to conquer all other creative imaginative settings and to subordinate them into one single supersetting empire with only one ‘truth’ to rule them all.</p><p></p><p></p><p></p><p>Crawford seems to be saying, if you dont like it, just ignore it. But if something is ‘true’, then it is impossible to ignore. For me anyway.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7472160, member: 58172"] Conflating all settings into a single multiverse supersetting necessarily *changes* the settings. The settings have conflicting views about the multiverse, so it is impossible to reconcile and systematize these descriptions without *changing* them to various degrees. Even recontextualizing a description changes the meaning of the description. With regard to how changing context changes meaning. I find it unappealing to decide that the characters within one setting that has a cool compelling cosmology of the multiverse − are simply stupid ignorant morons who dont yet understand what the truth is. That seems a counterproductive way to make an appealing setting. For example, one of the design conceits of Eberron is that religions are subjective. If there is an objective religious truth, then the inhabitants of Eberron are simply wrong − and are stupid ignorant morons − then that ruins Eberron for me. An other player discovering as ‘fact’ a silliness of ultra-literal ‘crystal’ spheres (made out of quartz?), might find that this ‘fact’ ruins the setting for them. If I design a D&D setting where the ‘elemental plane of water’ is simply the polar ice cap floating on the Arctic Sea, and the ‘elemental plane of fire’ is simply the Sahara Desert − or the sun − this setting that could be interesting would simply be wrong according the rules as written. Even if one argues that the DM decides rule zero, there remains some delirious imperialistic craving to conquer all other creative imaginative settings and to subordinate them into one single supersetting empire with only one ‘truth’ to rule them all. Crawford seems to be saying, if you dont like it, just ignore it. But if something is ‘true’, then it is impossible to ignore. For me anyway. [/QUOTE]
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