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General Tabletop Discussion
*Dungeons & Dragons
Sage Advice: Plane and world hopping (includes how Eberron and Ravnica fit in D&D cosmology)
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<blockquote data-quote="Kobold Avenger" data-source="post: 7473237" data-attributes="member: 779"><p>Planescape the actual campaign setting (and not the cosmology framework that existed before the campaign setting itself exist) is one that leaned quite heavily into Postmodernism. It certainly presented the idea that the planes could be shaped by belief, and there were always things out there that weren't easily explainable. Three of it's essential ideas or themes were "Rule of Threes", "Unity of Rings" and "Centre of All", and generally were things that they tried to fit into many of it's adventures. </p><p></p><p>"Unity of Rings" could be the idea that everything goes back to where it started eventually in some thematic way, it could likely represent the boundaries of everything, and likely informs a lot ideas about how the planes are structured even though that's a strongly objective idea. </p><p></p><p>"Rule of Threes" is the theme that makes the least sense, as it often if there's two things always look for a third. But often fit into the idea that there's two extremes and something in between such as Good/Evil/Neutral and Chaos/Law/Neutral. </p><p></p><p>"Rule of Threes" and "Unity of Rings" do fit together to explain the D&D alignment system in Planescape terms.</p><p></p><p>"Centre of All" is the idea that wherever you are is the centre of the multiverse. It certainly was the cornerstone of the Sign of One faction, who's entire membership all believed they were the multiverse themselves and that everything only existed in their minds. It could mean someone from a back-water world is right about one thing, but that also a veteran Planewalker is right about some things too. It could also mean that whatever the PCs do themselves is all that matters. </p><p></p><p>When all three of them were applied together, it could make things very contradictory, or maybe not at all. But in many ways I feel that Planescape strongly relied on contradictions too.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 7473237, member: 779"] Planescape the actual campaign setting (and not the cosmology framework that existed before the campaign setting itself exist) is one that leaned quite heavily into Postmodernism. It certainly presented the idea that the planes could be shaped by belief, and there were always things out there that weren't easily explainable. Three of it's essential ideas or themes were "Rule of Threes", "Unity of Rings" and "Centre of All", and generally were things that they tried to fit into many of it's adventures. "Unity of Rings" could be the idea that everything goes back to where it started eventually in some thematic way, it could likely represent the boundaries of everything, and likely informs a lot ideas about how the planes are structured even though that's a strongly objective idea. "Rule of Threes" is the theme that makes the least sense, as it often if there's two things always look for a third. But often fit into the idea that there's two extremes and something in between such as Good/Evil/Neutral and Chaos/Law/Neutral. "Rule of Threes" and "Unity of Rings" do fit together to explain the D&D alignment system in Planescape terms. "Centre of All" is the idea that wherever you are is the centre of the multiverse. It certainly was the cornerstone of the Sign of One faction, who's entire membership all believed they were the multiverse themselves and that everything only existed in their minds. It could mean someone from a back-water world is right about one thing, but that also a veteran Planewalker is right about some things too. It could also mean that whatever the PCs do themselves is all that matters. When all three of them were applied together, it could make things very contradictory, or maybe not at all. But in many ways I feel that Planescape strongly relied on contradictions too. [/QUOTE]
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