Dire Lemming said:
Pemerton. I think you're completely missing the point. I for one like planar adventuring for what it is. Not how popular it is.
I think you might be missing part of my point, which was (i) that Shemeska was (IMO) unfairly characterising 4e as a junking of complex and dynamic cosmology - it is not relevant to the truth of this claim that planar adventuring is popular or unpopular - and (ii) that someone who wants planar adventuring to be more popular has a reason to support changes that achieve this - maybe Shemeska is not such a person, in which case I've got a mistaken impression.
A little bit more about dynamism: I think a lightly-sketched cosmology that draws on real world myth and tropes (Greek creation myths, European faerie legends) is more dynamic
for game playing than one which rests entirely on a (often obscure) backstory written primarily by some 2nd Ed game designers. Instead of telling players that have to read a whole lot of out-of-print game supplements to learn what is really going on in the gameworld, it invites them to engage with the gameworld drawing on their love of real-world myth and legend, which is probably what got them interested in fantasy RPGing in the first place.
Shemeska said:
Are certain 4e designers* honestly ignorant of the previous material to various extents, or are they playing fast and loose with facts to promote their own changes to justify the need for a new edition with some after the fact rationalization.
I find this implied attribution of malice to the 4e designers a bit bizarre. Maybe they just don't agree with you that the earlier material drew the relevant distinctions in an interesting and playable way. Maybe they agree with me that those distinctions will be more accesible
in the course of game play, as opposed to when reading a whole lot of backstory, if they draw on more commonly recognised mythological and fantasy tropes.
Oryan77 said:
I like the people here who are bad mouthing the Blood War and vocalizing how they would be glad to see it gone....as if that change in 4e will effect their campaign when they never used the war in the first place.
Well, it might render certain planes and monsters useable for them, which weren't useable before (because they brought in undesired Blood War considerations).
Oryan77 said:
And calling the war uninteresting and bland cracks me up. If the Blood War is uninteresting, you guys must have some amazing wars going on in your campaigns!
I think the thought is that it is uninteresting
for play, because (i) it is motivated independently of the PCs and goes on and on regardless of their actions; (ii) it prejudges a philosphical issue which players and GMs might want to explore and resolve for themselves. These claims are perhaps false (though as it happens I think them true), but they're not nonsense.
Oryan77 said:
Man, for a game that is all about imagination and creativeness; a lot of people sure do have a narrow view about how the game works. Sigil is not the only way for low level people to end up on the planes.
Sure. There are also Wells of Many Worlds and Amulets of the Planes (both typically high level items), the intervention of high level NPCs, other random portals that are not Sigil, or being born into one of the Planescape-y outer planar towns or fortresses.
4e won't take away any of the above for those who like them. It will also introduce low level rituals to help do the job. It will put the players more in control of their planar adventuring, and divorce it to a greater extent from specific Planescape-y tropes, and GM mediation through items/NPCs.
Oryan77 said:
I've been running planar campaigns starting out at level 1 for 11 years now. They've never needed to make any changes for this to be accomplished. I guess if a DM thinks that the only adventuring on the planes is when you have to fight a Pit Fiend, then I guess I could see why WotC would need to develop fluff to help hold his hand. But the planes are much more complex than simply being an environment filled with high level demons & devils. It's not hard at all to make it work.
If all the above is true, you might like 4e, which seems to agree with most of the above.
Geron Raveneye said:
To me, the whole 4E planar stuff goes away even further from "cosmology" as in "system that describes how the outer planes work", and a lot closer to "setting extension" as in "part of the default campaign world of 4E that is made for adventurers to have encounters in".
Agreed. And surely, in a fantasy RP adventure game, it is
desirable that world elements be potential settings for adventures.
In addition, but perhaps more idiosynchratically, I like the idea that the game designers provide the setting, but give the players more scope to impose the philosophy/moral evaluation. This speaks to my own priorities as an RPGer.
StarFyre said:
Many of my campaigns include planar adventuring, but IF the party is smart, it was very easy, even at fairly lower levels before. My players did research, etc (in game) before adventuring somewhere (there are places in Sigil where you can do this for example).
But as I said above, Sigil is a very specific trope which a lot of players (including myself, but I think not only myself) would not want in a fantasy RPG.
StarFyre said:
What 4E does, is make the planes easier for just the 'standard' hack and slash style adventure to be written for any given plane (ie. let's drop this 20 x 20 room into the abyss...done).
It also makes it easier to have thematically interesting adventures there without buying into certain very specific tropes (like Sigil) and without having the designers already tell you how the moral and philosophical issues of the campaign are to be resolved (which I find Planescape does too much of).
StarFyre said:
the 4E method is better for faster run, more hack n slash gameplay (or even hardcore roleplaying campaigns) but where extra minor details that take up time (ie. research at a library), isn't wanted).
Given that (per W&M) access to other planes is via rituals, I'd be surprised if the rules don't support library research as a route to the planes for those that want it.
Ripzerai said:
Fiendish Codex II: Tyrants of the Nine Hells defined the baatezu as beings created by the "gods of law" to exterminate the forces of the Abyss, an origin myth that if accepted would make it natural for the Blood War to be their primary goal.
<snip>
What I object to most is the lack of imagination in WotC's rationales for the change.
<snip>
It's a matter of personal taste, in other words, and those who would attempt to fabricate "rational" justifications for their taste are forced to say some very stupid things.
For you or me, as individual players of the game, it is a matter of personal taste. But for commercial game publishers hoping to sell lots of books, there is a real issue at stake: what sort of gameworld do more people want to play in
and develop in the course of play: one in which the backstory is about the Gods of Law creating Devils to eliminate the Abyss, or one in which the Devils are fallen Angels and the Abyss is corrupted elemental matter?
The answer to this question is not a matter of personal taste, and provides a perfectly good rationale for the changes. It's not that the 4e designers are incapable of writing the Blood War into 4e. It's that THEY DON'T WANT TO, because they don't think that (on the whole) it makes for good play for the bulk of their audience. For the reasons I have given above, I think they're probably right.
Geron Raveneye said:
Which is, maybe, because the 2E stuff was written to be interesting and inspiring, while the 3E stuff was 80% written to be descriptive instead, which simply makes it read like a textbook with a few half-catchy sentences inbetween.
small pumpkin man said:
many (all?) of the major 4e designers not only aren't interested in the Planescape stuff, but actively don't like it (despite knowing even less than me, which isn't that much). I made the assumption that this was part of the problem with the 3.x stuff, but you're right, the writing style did have a lot to do with it.
For what it's worth, MoP is one of my favourite 3E books (I like it better than the 1st ed version) because it has a lot of interesting ideas in it (both mechanical and world element) which I can pick and choose from. Some of the stuff in the Appendix (Mirrors, Dreams, Time) is especially good, and fits well with a lot of Monte Cooke's interesting 3E planar stuff (Eldritch Might, Countless Doorways).