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General Tabletop Discussion
*Dungeons & Dragons
The Brilliance of the Original Gygaxian Multiverse
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8004429" data-attributes="member: 7023840"><p>So this is sort of what I am trying to get to with my post- this is the CRUX of it.</p><p></p><p>If you accept the pre-Manual of the Planes (really, the 70s-80s "vibe") of the multiple parallel planes in the Prime Material, you already have all of the design space. You have not just all the campaign settings, and all the homebrew setting, and all the genres, but all permutations.</p><p></p><p>In other words, an outer plane that is a "frozen-over bottomless ocean" isn't really interesting not just because it's uninteresting, but also because there are already an infinite number of worlds within the PMP that are "frozen-over bottomless oceans." Just like when you visited Q1, there were gates to worlds, including a proto-Ravenloft, and a world of endless ocean rules by the evil ocean dwellers.</p><p></p><p>The issue with the outer planes is that they are static. Once the design focus shifted from the infinite variety of weirdness that is all possibilites of the PMP, you are stuck with the cosmology of the outer planes. That means that the design space is forever getting narrowed by prior definitions (and by "canon"). </p><p></p><p>The little bit of weirdness you get from the outer planes came by sacrificing an infinite amount of design space that remains unused. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8004429, member: 7023840"] So this is sort of what I am trying to get to with my post- this is the CRUX of it. If you accept the pre-Manual of the Planes (really, the 70s-80s "vibe") of the multiple parallel planes in the Prime Material, you already have all of the design space. You have not just all the campaign settings, and all the homebrew setting, and all the genres, but all permutations. In other words, an outer plane that is a "frozen-over bottomless ocean" isn't really interesting not just because it's uninteresting, but also because there are already an infinite number of worlds within the PMP that are "frozen-over bottomless oceans." Just like when you visited Q1, there were gates to worlds, including a proto-Ravenloft, and a world of endless ocean rules by the evil ocean dwellers. The issue with the outer planes is that they are static. Once the design focus shifted from the infinite variety of weirdness that is all possibilites of the PMP, you are stuck with the cosmology of the outer planes. That means that the design space is forever getting narrowed by prior definitions (and by "canon"). The little bit of weirdness you get from the outer planes came by sacrificing an infinite amount of design space that remains unused. :( [/QUOTE]
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