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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="Aldarc" data-source="post: 7476702" data-attributes="member: 5142"><p>Planescape left its mark on D&D in terms of the Blood War and yugoloths for starters. Sure, both things originated pre-Planescape, but the setting's spin on the whole thing was not contained to Planescape. We could start another thread to Planescape, so we can retread old shark-filled waters, but I would prefer not heavily engaging into this topic that I know has gotten quite heated in the past. </p><p></p><p>Even for children, the ideas of deconstruction do not have to be needlessly deep. (Though I will grant you that deconstructionist writers tend to needlessly obfuscate.) It can simply be pointing to alternate readings or gaps of the text. It's when a system of authority insists that the painting represents a rabbit, and then someone comes along and says instead that it looks like a duck or that it could even be both. It challenges the primary reading of texts. It challenges core assumptions and systems of authority. </p><p></p><p>But with Planescape it seems that belief does not shape reality because the Great Wheel remains the Great Wheel and no one believes anything other than the Great Wheel so the shape of reality remains a stagnant bore. I can see Planescape as a setting for fun, planar sight-seeing adventures and urban factions. On the other hand, many of its ideological conceits fall flat on its face for me. It tries to be postmodern, but it propagates sophistic-nihilism at its core. The more that I think about it, the less that I want to. Every time I try approaching the setting with fresh eyes - because I do find its Weird Fantasy charming - its ideological conceits push me away again. I do hope that it gets an Eberron-style book from WotC, but I am personally always repeatedly disappointed by the setting. It's just not a setting for me.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7476702, member: 5142"] Planescape left its mark on D&D in terms of the Blood War and yugoloths for starters. Sure, both things originated pre-Planescape, but the setting's spin on the whole thing was not contained to Planescape. We could start another thread to Planescape, so we can retread old shark-filled waters, but I would prefer not heavily engaging into this topic that I know has gotten quite heated in the past. Even for children, the ideas of deconstruction do not have to be needlessly deep. (Though I will grant you that deconstructionist writers tend to needlessly obfuscate.) It can simply be pointing to alternate readings or gaps of the text. It's when a system of authority insists that the painting represents a rabbit, and then someone comes along and says instead that it looks like a duck or that it could even be both. It challenges the primary reading of texts. It challenges core assumptions and systems of authority. But with Planescape it seems that belief does not shape reality because the Great Wheel remains the Great Wheel and no one believes anything other than the Great Wheel so the shape of reality remains a stagnant bore. I can see Planescape as a setting for fun, planar sight-seeing adventures and urban factions. On the other hand, many of its ideological conceits fall flat on its face for me. It tries to be postmodern, but it propagates sophistic-nihilism at its core. The more that I think about it, the less that I want to. Every time I try approaching the setting with fresh eyes - because I do find its Weird Fantasy charming - its ideological conceits push me away again. I do hope that it gets an Eberron-style book from WotC, but I am personally always repeatedly disappointed by the setting. It's just not a setting for me. [/QUOTE]
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