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<blockquote data-quote="Shemeska" data-source="post: 6052184" data-attributes="member: 11697"><p>Except that within AD&D with the possible exception of Dragonlance (depending on your view of it) Planescape was never rammed down anyone's throat, because they all either started out with the Great Wheel back in 1e (well before Planescape was a twinkle in Cook's eye) or didn't really have a developed cosmology prior to being incorporated within the 2e metasettings of Planescape and Spelljammer.</p><p></p><p>When 4e adopted a different core cosmology it inserted itself on top of multiple decades of development of a previous, rich cosmology intertwined into the backstory and lore of those settings. Planescape didn't do that, and I find it respectful to the game's history that they're moving back to a more classic handling of the planes. </p><p></p><p>If you like the 4e cosmology, tell them to produce a 5e Nentir Vale campaign setting, and if they think it'll sell, I'm sure that they'll give it to you, and I'd be happy for you.</p><p></p><p>For the sake of inclusion, any Manual of the Planes I'd probably argue to be a toolbox, with several alternate cosmologies presented, the Great Wheel and World Axis among them. Planescape's Great Wheel is my favorite by far, but I've worked with multiple different cosmologies before (multiple projects exploring Paizo's Great Beyond for instance), and I wouldn't want to openly reject anyone's likes - but you have to admit that the massive bulk of D&D history is with the Great Wheel, and that should get top billing as the default. That said, I would save a lot of the crazy Planescape stuff, any reference to the 'cant and a deep exploration of Sigil for an actual 5e Planescape setting (and I would deliver pizza to WotC if they ever announced that, just saying. Multiple toppings if I got in on working on it too, just saying).</p></blockquote><p></p>
[QUOTE="Shemeska, post: 6052184, member: 11697"] Except that within AD&D with the possible exception of Dragonlance (depending on your view of it) Planescape was never rammed down anyone's throat, because they all either started out with the Great Wheel back in 1e (well before Planescape was a twinkle in Cook's eye) or didn't really have a developed cosmology prior to being incorporated within the 2e metasettings of Planescape and Spelljammer. When 4e adopted a different core cosmology it inserted itself on top of multiple decades of development of a previous, rich cosmology intertwined into the backstory and lore of those settings. Planescape didn't do that, and I find it respectful to the game's history that they're moving back to a more classic handling of the planes. If you like the 4e cosmology, tell them to produce a 5e Nentir Vale campaign setting, and if they think it'll sell, I'm sure that they'll give it to you, and I'd be happy for you. For the sake of inclusion, any Manual of the Planes I'd probably argue to be a toolbox, with several alternate cosmologies presented, the Great Wheel and World Axis among them. Planescape's Great Wheel is my favorite by far, but I've worked with multiple different cosmologies before (multiple projects exploring Paizo's Great Beyond for instance), and I wouldn't want to openly reject anyone's likes - but you have to admit that the massive bulk of D&D history is with the Great Wheel, and that should get top billing as the default. That said, I would save a lot of the crazy Planescape stuff, any reference to the 'cant and a deep exploration of Sigil for an actual 5e Planescape setting (and I would deliver pizza to WotC if they ever announced that, just saying. Multiple toppings if I got in on working on it too, just saying). [/QUOTE]
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