D&D General The D&D Multiverse: Too Weird to Live, Too Rare to Die

and G-Force
Man did five-year old me like that show.

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And it is a five person team who adventures and gets into fights (welding weird weapons: battle yo-yo, bola, bladed small bird boomerang) while wearing cloaks and helmets. It primed me a little for D&D.

I spent a lot of time running around the backyard with a yo-yo and pretending to throw a bladed bird boomerang.
 
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What, it's Wednesday again??!!! I guess that means it's time for a trip down memory lane... today is a special, extra-long edition of Mastersnarf Theater, because I have edited and combined an old two-part essay that I think has particular relevance today. When it was written, we weren't really talking about the D&D Multiverse in 5e- now, it seems that D&D wants to multiverse harder than Marvel. But I thought it would be a good idea to reflect back on the origins of D&D, and the original Gygaxian Multiverse, and why I still believe that the way it was presented allowed for such a variety of interesting play. Also? D&D was heavy into the multiverse long before it was cool. How you like dem apples, Feige.

Anyway, this is a long one, so ... hope you have an extended bathroom break in you!
***

Good artists borrow, great artists steal.

There is always talk about settings, like Planescape, or Spelljammer, to provide some type of interstitial connection between the various settings- the meta setting to connect them all. Now, of course, we have talk of the Multiverse and some type of first world that everything developed from.

But why re-invent the wheel? We have a perfect solution, already, to allow parties to move between settings weird and wonderful. I think that the best solution was the first solution in D&D- the original D&D multiverse. First, a history lesson. Because you can't escape a Snarfticle without history!


A. The Proto-history of the D&D Multiverse
D&D's multiverse first started in the campaigns being run by Gary Gygax, but the first print version that I am aware of is in The Strategic Review, vol. 2, no. 1 (February 1976) which had a planar arrangement along with the depictions of alignments (it included Heaven, Paradise, Elysium, Nirvana, Limbo, Hell, Hades, and the Abyss). The next evolution that I am aware of was in Dragon #8 (July 1977), which gave us the first real exploration of the extra-planar nature of the D&D multiverse. It's the beginning of D&D cosmology that we later see expanded on (aka, the Great Wheel). But the most important thing to note in terms of the multiverse are these six brief sentences in the article:

For game purposes the DM is to assume the existence of an infinite number of co-existing planes. The normal plane for human-type life forms is the Prime Material Plane.
There are seven inner planes. The first (no. 1) is the Prime Material. The planet Earth and everything on it, all of the solar systems and the whole universe are of the Prime Material. The Fantasy worlds you create belong to the Prime Material.


The reason this early sketch of the multiverse is important is that it is, as far as I know, the first written acknowledgement that the Prime Material Plane is legion; it contains not just an infinite set of planes, but a really big infinite set (something something aleph and no, I don't want to talk about it because it makes my head hurt). While most histories of the D&D multiverse then concentrate on the evolution of the various inner and outer planes, it is really this idea of the Prime Material and the infinite number of realities used by Gygax that is so intriguing and that can provide for rich gameplay.


B. The AD&D Rule Books Expand on the Multiverse
The Gygaxian multiverse was then slightly expanded upon and codified in the AD&D Player's Handbook (1978). Of importance we see the following in the PHB:
There exist an infinite number of parallel universes and planes of existence in the fantastic "multiverse" of ADVANCED DUNGEONS & DRAGONS. ... The Prime Material Plane (or Physical Plane) houses the universe and all of its parallels. It is the plane of Terra, and your campaign, in all likelihood. ... The Ethereal Plane is that which surrounds and touches all of the other Inner Planes, the endless parallel worlds of the universe, without being a part of any of them. (PHB 120).

The Dungeon Master's Guide (1979) was more explicit. The section "TRAVEL IN THE KNOWN PLANES OF EXISTENCE" states the following:
The Known Planes of Existence, as depicted in APPENDIX IV of the PLAYERS HANDBOOK, offer nearly endless possibilities for AD&D play, although some of these new realms will no longer be fantasy as found in swords & sorcery or myth but verge on that of science fiction, horror, or just about anything else desired. How so? The known planes are a part of the "multiverse". In the Prime Material Plane are countless suns, planets, galaxies, universes. So too there are endless parallel worlds. (DMG 57).

The DMG explicitly states that alternate planes in the Prime Material do exist, and states that other game systems that aren't fantasy (such as Boot Hill & Gamma World) can be used. There is even the concept that some planes would allow for breathable atmospheres between the "main planet" and the other planets and moons - someone was thinking of Spelljammer!

Later on, the DMG makes it explicit, with conversion tables to allow characters to go back and forth between D&D, Boot Hill, and Gamma World, and explicitly states that all possibilities of adventure are contained within the worlds of the Prime Material.
Similarly, there are places where adventurers can journey to a land of pure Greek mythology, into the future where the island of King Kong awaits their pleasure, or through the multiverse to different planets, including Jack Vance’s “Planet of Adventure”, where they hunt sequins in the Carabas while Dirdir and Dirdirmen hunt them. (DMG 112).

In essence, what was being codified in the text is what was already happening- tables were using D&D to play in all sorts of ways, and going between all sorts of fantastical worlds.


C. The Modules & Early Play
There was also a rich history of these alternate planes existing in the modules. The go-to example for most people is the module Queen of the Demonweb Pits (Q1); who can forget that Web Level 4 has teleportation devices to multiple alternate worlds on the Prime Material Plane. The Pharisee - evil elves of Caer Sidi. The Nightmare World of Vald Tolenkov (the proto-Strahd). The last kingdom of the mountain dwarves. And so on. Each of them is an alternate world existing on the Prime Material Plane.

But these alternate realities can be found in so many modules! Castle Amber has a large proto-plane. EX1 and EX2 (the Alice Adventures) are funhouse mirror planes. Simply put, there was a general and acknowledged existence of many planes of existence, of many realities, and this was considered standard in early D&D. All campaigns, all games, from this Earth (Terra) to Greyhawk to Star Frontiers to all possible home campaigns exist within the Prime Material Plane. Moreover, the concept existed from the beginning, with Gygax's home campaign. While the examples are multitudinous, we can look at an example of early play and travel to different worlds as recounted by Jim Ward:


Isle of the Ape, Alice in Wonderland, Boot Hill. The borders of the planes were porous in 1974. Greyhawk was on Oerth, and famously had portals to other settings. But it also had explicit alternates, such as Yarth (level of magic is between Earth and Oerth), Aerth, and Uerth (magic is very weak). (Source- Polyhedron '84 interview).


D. Where did the Infinite Planes of the Prime Material Come From?
There is obviously a general 60s and early 70s gestalt that permeates the idea of infinite planes. But the idea of infinite, slightly different planes on the Prime Material, and the specific way that you travel between them using the ethereal plane .... while it borrows a little from all sorts of sources, and while it certainly is in line with the general gestalt, I think you can trace the idea to one very specific source.

June, 1970, was the publication date of Nine Princes in Amber by Roger Zelazny (the author and the series is, of course, name-checked in Appendix N). The primary conceit of the series is that there are an infinite number of "shadow worlds" that the protagonist, Corwin, and certain others can move through, and each is slightly different than the other. There are an infinite number of alternate histories, of worlds, of possibilities, of creatures. While this may not have been the sole source (and certainly not for the outer planes) it certainly seems that it played on outsize role in crystallizing some of the concepts for the Prime Material and the ability to travel between these different parts of the Prime Material plane through the ethereal (the "shadow").

Aside about the First World in 5e
The most interesting thing currently about the Amber series today, of course, is that WoTC appears to be creating lore around a "First World" that has the basis of all the D&D tropes that are found elsewhere. For those of you familiar with the Amber series, you know that all the various parallel worlds are shadows of the one true world- the City of Amber. Now, this concept has been used in other places since Amber (because it's a cool concept) but it's interesting to me that we seem to have come full circle. Seriously, parachute pants are going to make a comeback any day now.

....and why does this Gygaxian Multiverse matter?
Sometime between the publication of the Manual of the Planes (1987) and Planescape (1994), we began to see a seismic shift in the focus of the D&D multiverse. This is my general belief; outer planes ... well, they seem cool, right? Why not futz about with the outer planes? Why not populate them, and make them interesting? Why not try and make them focal points of adventure? They are weird, and exotic, and an interesting design space. I would further say that the primary issue was the publication of the Manual of the Planes in 1987; prior to this publication, travel between parallel planes in the Prime Material was unexceptional- just something something portal, while travel to the outer planes was exceptional. But from the Manual of the Planes on, the focus and interest in D&D cosmology shifted to those outer planes.

In my opinion, this shift missed the original brilliance of the Prime Material. The Prime Material is, quite literally, everything you could ever imagine. It is all worlds. Ever. It is your friend, Bob's, OD&D Monty Haul campaign. It is the d20 modern world. It is the 4e Gamma World. It is the homebrew Rakshasa world. It is Star Frontiers, but with Kender instead of Sathar. It is our planet, right now, as well as both versions of Battlestar Galactica (unfortunately, it is also Battlestar Galactica 1980). It is Warlocks in Battletechs fighting amongst a thousand dying suns, and a comedic Flintstones setting. As weird as a singular Planescape might be, nothing can be as weird as ... everything. Or, um, Everything Everywhere All at Once.

All the campaign settings that have been printed, or can be printed, or can even be imagined, are already within the Prime Material.

So, in a certain sense, there is never a need to worry about how something "fits into" the D&D multiverse.

Because everything is already in the D&D multiverse and always has been. And a focus on this, on the sheer weirdness and variety of the D&D multiverse, allows for D&D to stay weird. Wait, weird? Hmmm...


E. OD&D and Gygaxian 1e Were Too Weird to Live, and Too Rare to Die
One thing that I think often gets lost when discussing early D&D is how truly bizarre it could be. And the reason for this is that it wasn't "pure." It wasn't just Tolkien-esque high fantasy. Nor was it simply appropriated Howard/Leiber swords & sorcery. It wasn't extrapolated wargaming. And it wasn't the myths of a particular country.

It was all of it, and more. Because there were no particular preconceptions as to what had to be in D&D, or what had to be excluded. Where did your monsters come from? Well, anywhere! Little bit of Arabian mythology? Put in a djinn. Want to put in a little John Carter homage? How about some carnivorous apes, or giant white ones? Did you see some cool toys? Why not an ankheg, or an owl bear? Do you like 50s monster movies? How about some giant ants? Rakshasas, dinosaurs, critters from Japanese or Irish or Egyptian mythology? They were all fair game.

Everything was put into a blender, and became "D&D."

And it was the same with the remainder of the core rules; holy knights on steeds bound by oaths (Paladins) and wandering martial artists (Monks) and vaguely-Celtic spellcasters (Druids) and organized groups of killers-for-pay (Assassins) all hobnobbed in the same general vicinity. Any type of thematic weirdness was quickly covered up in the general concept of D&D.

These ideas were further explored in the overall weirdness that we saw in early D&D; early modules referenced dinosaurs, space travel, and parallel and pocket worlds.

As recounted numerous times, the earliest adventures run by Gygax himself had PCs crossing over to Boot Hill or Isle of the Ape (King Kong, dinosaurs). Entire sessions could revolve around the party ending up on the spaceship Warden from Metamorphosis Alpha. I don't want to continue belaboring this point, but weirdness was baked into D&D's core from the beginning because of the multiverse.


F. Experimentation and the Prime Material Plane
Part of the reasons that experimentation and "remix culture" was so built-in to D&D from the beginning was because of the general acceptance of the Gygaxian multiverse. As the 1e DMG put it- all worlds, and all possible worlds, were contained within the prime material plane. This had some profound ramifications-
It meant that your home campaign and mine, both set in Greyhawk, contemporaneously existed side-by-side (and that would allow players to bring PCs from one home campaign to another).
It also meant that, for example, all the Gamma World campaigns also existed in the prime material plane.
And our "Earth" (aka, what we would now call D&D Modern) existed.
And Alice in Wonderland's universe.

In short, the PCs could travel to any possible reality. This sort of free-for-all also extended into the printed material- such as spaceships (Barrier Peaks) and Alice in Wonderland (EX1 and 2) and even the various planes referenced in Q1. It was even relatively common for home groups to use a "cafeteria" approach to employing Deities and Demigods or its antecedent OD&D supplement.

These same feelings- what we would call "the (genre) streams being crossed" was also just a general part of the gestalt of that era. It was common to see fantasy works which had "modern people" placed in fantasy settings (e.g., Stephen Donaldson) or technology that was indistinguishable from magic (Julian May) or parallel universes (Zelazny). Over time, however, and especially with the increased settings in 2e, that gestalt ended and genre borders calcified.

First, the Prime Material plane became ... less interesting. Focus shifted to the outer planes, or to a specific campaign setting (such as Planescape).
Second, specific campaign settings became the locus of creativity; in other words, instead of having more generic "D&D" settings with expansive weirdness, you began to get more focused settings with specific rules. Dark Sun is amazing, but it also relies on specific rules to make it amazing. You don't want spaceships in Dark Sun, and you certainly wouldn't want to fall into Alice in Wonderland.


G. Weirdness and 5e
This is where I get to the more interesting, and likely controversial, part of my general thoughts; what does any of this have to do with 5e?

Here's the thing- there are times when I feel that for some people, OSR (and OD&D / 1e specifically) is viewed as a reaction to 5e.

I’m old! And I’m not happy! And I don’t like things now compared to the way they used to be. All this progress — phooey! In my day, we didn’t have these cash machines that would give you money when you needed it. There was only one bank in each state — it was open only one hour a year. And you’d get in line, seventeen miles long, and the line became an angry mob of people– fornicators and bards, mutant children and soulless, dead-eyed elves— and you waited for years and by the time you got to the teller, you were senile and arthritic and you couldn’t remember your own name. You were born, got in line, and ya died! And that’s the way it was and we liked it!

D&D was simpler then. There wasn’t all this concern about fun! It my days, we didn’t need to have fun. When you started playing D&D, you were given a few scrap pieces of paper and some pencils and told to start mapping. You wouldn't be told piddly little details like distances and directions by the DM. If you tried to ask how big a room was just so you could map it and find your way out, well, you'd be attacked by an ethereal mummy just for showin' that DM up! And that’s the way it was and we liked it!

D&D was a carnival! We entertained ourselves! We didn’t need youtube to learn how to play D&D or fancy figur-eeeeeens to visualize the battle. In my day, there was only one way to see how the battle was going — it was called ”Stare at the sun!” That’s right! Our theater of the mind was really theater of the sun. You'd just stare at it until you eyeballs burst into flames! And you thought, “Oh, no! Maybe I shouldn’t have stared directly into the burning sun with my eyes wide open.” But it was too late! Your head was on fire and all your friends were roastin' marshmallows over it. And that’s the way we played D&D and we liked it!


Ahem. Different rule-sets do play different, but while the older rulesets can be used for "dungeon crawls," it truly does them a disservice given that they were used for so much more than that, even at the time. More importantly, it ignores the many things that 5e is doing right!

One thing that is certainly true today is that we have a lot more influences on culture and on the game. For example, it is much easier and more common for players to want to base characters off of anime, or any one of a number of diverse sources that weren't commonly available in the 70s and 80s (with a few notable exceptions like Battleship Yamato, Robotech, and G-Force). But while the overall diversity in that sense has increased, I would say that the specific tolerance for those things that break the verisimilitude of a campaign setting has decreased.

For example, I would say that it very common to see people on forums today make comments like, "I don't like science fiction in my fantasy." Or, "I don't let people bring their own characters into my campaign."

To put this in a more specific context:
In OD&D/1e terms, you might have a campaign setting that was generally medieval tech, but an individual might have a laser rifle.
In 5e, it is generally seen that the campaign setting itself would have to allow the specific tech for most DMs to approve it.
In OD&D/1e, people might take their characters to different tables.
In 5e, that doesn't seem to happen.
In OD&D/1e, it was not uncommon to have adventures on different worlds on in different genres.
In 5e, it is uncommon for a table to have the party go from one world to a different genre'd world.

In short, while I think that overall 5e has done an amazing job of incorporating numerous diverse cultural cues and viewpoints, the one thing it is not so great at is allowing the "weird" exception. Something which has long been baked into D&D's DNA.

Anyway, I hope you enjoyed this! Personally, I am happy that WoTC seems to be going a little harder into the multiverse, but I don't think that the idea has fully hit the community yet in the same way that it was accepted at the beginning. But give ... it ... time!
So many words. Just....i can't.
 

Obligatory mention of Michael Moorcock Elric/Eternal Champion multiverse helping inspire this, where you had Elric of Melnibone's "Young Kingdoms" existing in one reality while Jerry Cornelius' alternate-reality 20th century psychedelic dystopian world was falling apart, while in another reality John Daker was from our 20th century but also was being thrown into the personas of a guy that warred against hyper-advanced elves and also a polar bear-sled riding legend that roared across a frozen far-future earth with a dying sun and tried not to go insane from embodying multiple champions and remembering the memories of all the others.

... and sometimes when there was a threat to the entirety of reality, all of the realities, they'd be pulled together as agents of The Balance between Law and Chaos, and you'd have Avengers-style stories where they had to work together. And that one time where a few of them melded into a single mega-zord-type monster-champion to battle another universe-kaiju monstrosity.

Anytime I think about how I want to consider the logic of my DnD multiverse, I go back to the source and look at how friggin' nuts it was.
 

Good comment, and I don't disagree with any of it. I think you make good points about 4e, but I snipped them because I don't have anything to add to that.

The one thing I did want to address is this- I think you are both correct and incorrect. Yes, the rigidity of the outer planes (to you, to me, and to all right thinking people- which are the people that agree with us) became a problem.

But I'd argue (and I have, in a series of so many essays with so many words) that this may have been caused or started by Gygax, but it wasn't really his fault. Let me explain-

To me, the beginning of the end of the Gygaxian Multiverse was, weirdly enough, the Manual of the Planes, which was devised and released after Gygax was ousted. A lot of people really liked it, but the problem with that book is that it was 128 pages of detail about the various planes .... and do you know what it devoted to the infinite multiverse of Prime Material Planes?

.... three pages. In an APPENDIX. And it reduced the glorious diversity to three attributes that the DM would roll-
The Physical Factor (things like sentience is impossible, because all matter reacts with other matter and explodes, or nonsentient items like chairs are fully aware).
The Magical Factor- (from universal spell casting for all sentient beings limited only to their imagination, to no magic or imagination or creativity can exist).
The Temporal Factor- (weirdly, not all about time! It's really how closely linked the plane is to your prime plane; so it can go from very different because things are all different colors and planets lack atmospheres to the plane is similar to your prime, but millions of years in the past).

Importantly, it was boring, not helpful, and travelling to other prime planes had a decent chance of killing you from a random role of the dice.

So the book was basically, "Look how cool the outer planes are, but the primes? They suck." And that carried on after that.

I would argue that Gygax mainly thought of the outer planes as sources for stuff to come into the primes- devils, demons, solars, and so on. For him (and others at the time) the outer planes weren't interesting, because you had the infinite variety of the prime material multiverse. Both at his home table and in published adventures, he was constantly using the wild variety of the multiverse.

So I think it's pretty clear that Gygax never intended it, and that the calcification can be traced back to a specific book that was published after he left.

Anyway, this isn't arguing against what you're saying, so much as clarifying a small point. Like I wrote, good comment, no notes.
For my part I read the 1e MotP cover to cover and loved it. My favorite 1e book.
 

So many words. Just....i can't.
If you would prefer a condensed summary:

Early D&D emphasized that the Prime Material covered every possible world that was even remotely a place where ordinary people could live.

At some point (argued to be after Gygax was no longer calling the shots), it instead became focused on the Way Cooler Other Planes (Inner and Outer), with the potentially-infinite variety of the Prime Material reduced to "oh yeah, I guess that's where people come from? Kinda boring tho."

5e, Snarf claims (and I agree), has continued or even accelerated this trend.

It would be nice to see this trend reverse, though, and for adventures and the culture-of-play to put much more focus on the Prime and all its crazy infinite variety, with more alien planes being closer to "oh, yeah, I guess that's where <weird being that invades the Prime> comes from?" I believe Snarf would prefer that this not take the form of prewritten settings, but rather a generalized notion of "all the worlds are there, if you can just find your way" sort of thing.
 

To be fair, the World Axis was hardly considered "just as true" as the Great Wheel during the 4e era. Rather, it was literally the New World Order. They just changed how the universe worked. 3e's Manual of the Planes did a better job than any other version of D&D in presenting multiple options.
Thing is that the World Axis, taken as canon, is friendlier to allowing different in-setting planar interpretations in a "blind men describing an elephant" kind of way. You could see how some folks found a set of 17 aligned planes that connected to one another in a circle with one of them as the "hub", and interpreted the Outer Planes as a wheel. You could see how other people found eight planes that connected in another fashion, and interpreted that as Yggdrasil the World Tree with its Nine Realms (including Midgård). You could even squeeze in Eberron's orrery there somewhere. Moreover, it allows those sub-cosmologies to co-exist as different cultural interpretations in the same setting, because they're all true... from a certain point of view.

The Great Wheel is more rigid. It specifies that these are the 17 Outer Planes, 4 elemental planes, 4 para-elemental plantes, 8 quasi-elemental planes, 2 energy planes, 2 transitive planes, and none others. You can have some wiggle room on the borders between them as well as with demi-planes in the Ethereal, and you can fit a lot of stuff in these infinite planes, but these are the ones you have.

TL;DR: The World Axis can encompass the Great Wheel. The reverse is not true.
 

Thing is that the World Axis, taken as canon, is friendlier to allowing different in-setting planar interpretations in a "blind men describing an elephant" kind of way. You could see how some folks found a set of 17 aligned planes that connected to one another in a circle with one of them as the "hub", and interpreted the Outer Planes as a wheel. You could see how other people found eight planes that connected in another fashion, and interpreted that as Yggdrasil the World Tree with its Nine Realms (including Midgård). You could even squeeze in Eberron's orrery there somewhere. Moreover, it allows those sub-cosmologies to co-exist as different cultural interpretations in the same setting, because they're all true... from a certain point of view.

The Great Wheel is more rigid. It specifies that these are the 17 Outer Planes, 4 elemental planes, 4 para-elemental plantes, 8 quasi-elemental planes, 2 energy planes, 2 transitive planes, and none others. You can have some wiggle room on the borders between them as well as with demi-planes in the Ethereal, and you can fit a lot of stuff in these infinite planes, but these are the ones you have.

TL;DR: The World Axis can encompass the Great Wheel. The reverse is not true.
From the 2024 DMG:

"The default D&D cosmology includes more than two dozen planes, detailed in this chapter. The most common understanding of these planes visualizes them as a group of concentric wheels, with the Material realms at the center. The Inner Planes form a wheel around the Material Plane, enveloped in the Ethereal Plane. Then the Outer Planes form another wheel around and behind (or above or below) that one, arranged according to alignment, with the Outlands linking them all.

Since the primary way of traveling from plane to plane is through magical portals, the spatial relationship between different planes is largely theoretical. No being in the multiverse can look down and see the planes arranged like a diagram in a book. No mortal can verify whether Mount Celestia is sandwiched between Bytopia and Arcadia; rather, this theoretical positioning is based on the philosophical shading among the three planes and the relative importance they give to law and good."

It then goes on to say how you can readjust it to encompass the World Tree, World Axis, and so on.

So, the Great Wheel is not too rigid to be interpreted in other ways, and, indeed, the 2024 states exactly how you can do so!
 

If you would prefer a condensed summary:

Early D&D emphasized that the Prime Material covered every possible world that was even remotely a place where ordinary people could live.

At some point (argued to be after Gygax was no longer calling the shots), it instead became focused on the Way Cooler Other Planes (Inner and Outer), with the potentially-infinite variety of the Prime Material reduced to "oh yeah, I guess that's where people come from? Kinda boring tho."

EzekielRaiden has volunteered to do Cliffnotes for my essays?

EXCELLENT! Now I can really make them long!
 

I love D&D containing multitudes. I just wish the default structure of the container was different.

I haven't looked too deeply into Tales of the Valiant's Labyrinth multiverse, but what I've seen of it -- there are infinite planes but not everyone knows how to access all of them, not all of them can be reached from a given plane and one or more entities is in the process of destroying existing planes -- seems to both allow people to use traditional favorites at will but also to bring in new places and groups when needed and, if they don't work out, yank them back off stage again.

The Great Wheel is obviously one of the most sacred of sacred cows for many D&D players, but I would love it if it was officially seen as just one possible way of arranging things and capable of existing simultaneously with other planar structures, depending on who's navigating the planes and by what means.

EDIT: It looks like I should have read the 2024 DMG chapter before posting. Wish granted, which is great news.
 

Thing is that the World Axis, taken as canon, is friendlier to allowing different in-setting planar interpretations in a "blind men describing an elephant" kind of way. You could see how some folks found a set of 17 aligned planes that connected to one another in a circle with one of them as the "hub", and interpreted the Outer Planes as a wheel. You could see how other people found eight planes that connected in another fashion, and interpreted that as Yggdrasil the World Tree with its Nine Realms (including Midgård). You could even squeeze in Eberron's orrery there somewhere. Moreover, it allows those sub-cosmologies to co-exist as different cultural interpretations in the same setting, because they're all true... from a certain point of view.

The Great Wheel is more rigid. It specifies that these are the 17 Outer Planes, 4 elemental planes, 4 para-elemental plantes, 8 quasi-elemental planes, 2 energy planes, 2 transitive planes, and none others. You can have some wiggle room on the borders between them as well as with demi-planes in the Ethereal, and you can fit a lot of stuff in these infinite planes, but these are the ones you have.

TL;DR: The World Axis can encompass the Great Wheel. The reverse is not true.
It is not presented as such in 4e, however, and wasn't in the post to which I responded to either. So again we are talking about preference there. You at least are making an actual counterpoint.
 

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