Imaro
Legend
If planar canon is so important for Planescape, what makes for an acceptable change versus an unacceptable change?![]()
Uhmmm... Whatever suits the player's... DM's or group's play style that are making the changes in their campaign.
If planar canon is so important for Planescape, what makes for an acceptable change versus an unacceptable change?![]()
If planar canon is so important for Planescape, what makes for an acceptable change versus an unacceptable change?![]()
If planar canon is so important for Planescape, what makes for an acceptable change versus an unacceptable change?![]()
The difference between it being your own home game versus the internal coherence and continuity of published canon. If you're getting paid to write it, the latter is vital IMO, regardless of what combination of making sure your writers are well educated on the material or employing a paid continuity editor for the line.
I much prefer comparing typical to typical
, as any setting at its 'best' only comes in brief glimpses, whereas a setting at its typical provides a more realistic expectation. Wanting to compare a setting at its best seems to result in perpetually moving the goalposts. "Yes, but if you had a better DM/adventure/campaign/etc., then you would have experienced X, Y, and Z."
Now it seems to me that with Planescape, even for all the mutability that people claim exists among the planes, fiends, and automobiles, the planes still remain mostly as they are. So too exists the Lady of Pain. So too exist the Factions. So too exists the City of Doors as it continues to operate as the center of universe. The Blood War persists.
Hussar said:Years of The Planes have pretty much soured me on planar stuff in D&D.
As opposed to "best" compared to "best"? Is your bias somehow not baked into your comparison then?Well, that's just baking bias into your comparison unless you have hard data. One person's typical is another person's atypical. If all the steak I ever ate was charred, chewy, and hard, my typical steak experience would be pretty negative, but I never actually ate steak made by someone who knew how to make a steak...well, you see the trouble there.
Isn't that what we frequently call "nostalgia glasses"?A good DM fixes all problems, yeah. But more to the point, people who love certain settings love them because they have had really great experiences there. Since that's what we're all trying for, comparing those great experiences gives us useful examples of fun things to do with D&D and how certain settings ennable certain fun things and de-emphasize others. Like, a great PS experience has things that I thinks [MENTION=16760]The Shadow[/MENTION] wouldn't like (like irreverence in the face of majesty), but might get away without the "petty" things that [MENTION=42582]pemerton[/MENTION] wouldn't like (amateur philosophy and annoying slang), so you can see some of the variation of what aesthetic people are looking for when they play the game. They're trying to get a great experience
From what I recall written by Monte Cook since then, I'm not sure if the expulsion of the Factions was meant to be as ground-breaking as it turned out to be a which was a result of TSR discontinuing. There probably was meant to be some return to the status quo. So its great change was only because the series ended on a cliffhanger that the writers were unable to resolve before cancellation. A Demon Lord getting raised feels kind of minor. Planar layers shift, but the planes still exist. Acheron, for example, will not drop out of the cosmology. Honestly your list reminds me of a Mitchell & Webb sketch from the perspective of Hufflepuff from Harry Potter, where one of the representatives unconvincingly brags about how one of the most noteworthy things that Hufflepuff has done was having a member who died.I mean, as far as published stuff goes, PS doesn't have a whole lot of metaplot (in comparison to other settings of the 2e era), but open war broke out in the City of Doors, the Factions were expelled, a Demon Lord was raised from the dead, and entire planar layers were shifted.
That's hardly static!
Exploring the setting means that the players of the game devote their energies, at the table, to learning about the setting.Still not sure what "setting exploration" means in practice for you, and I don't understand what about "setting exploration" turns you off.
I'm not sure how that becomes the way - you'd need some premise about whose welfare counts in order to support such a concusion, and ex hypothesi we're accepting a type of relativism about such premises.I disagree with your conclusions although agree with most of the logic. If all perspectives are equally valid then there is no possible reason for giving up any position
<snip>
This means that the way to choose between positions is who benefits.
I don't feel that What are you willing to do to make sure your beliefs become tangible and valid across the multiverse, on its own, makes for dramatic conflict. Especially if success is its own validation, then the problems become essentially procedural - eg how do I get more people to side with my team than with that other team?whoever can impose their beliefs upon others establishes what the "valid "beliefs" of the multiverse are... IMO, the major questions aren't whether your belief is valid or not... we know how to resolve that in game through play... it instead changes focus to how important are your beliefs being valid and what are you willing to do to make sure your beliefs (as opposed to someone else's ) become tangible and valid across the mutliverse?
The point is not just that it's a creative force; it's also a determinant of value. Another way of putting my thought, following on from my reference to Sartre, is that Planescape involves being-for-itself divorced from being-for-others. Whereas I think that it is being-for-others - ie being beholden, in some fashion, to external demands or expectations - that tends to be the driving force in dramatic conflict. Even if the conflict consists in a Nietzschean overcoming of such constraints, the situation has to begin with the (apparent) constraints in place.If anything the fact that belief is a powerful force for shaping the universe seems to make the decisions people make all the more important.
I've had another go at it above.It's really weird to me. As someone who has been playing Planescape since '94, reading [MENTION=42582]pemerton[/MENTION]'s preferred method of play without hearing about the dislike of Planescape, my general response would have been "Boy do I have the campaign setting that is absolutely perfect for that!" So, color me incredibly confused.
In 4e villains and heroes can be Unaligned.Villains and heroes could each be "neutral" instead of lawful or chaotic (indeed orcs were as likely to chaotic or neutral) while certain creatures of "law" were pretty unconcerned with good (treants, for example, read more like an example of lawful neutral than lawful good).
I think I caused confusion. L/C conflict was there from the beginning, but you can't just superimpose a G/E axis and then assume that a L/C conflict will still continue to have the same force it had, or indeed any force at all.I'll grant you that the addition of good and evil as another axis distinguished law and chaos as a separate conflict more clearly, but it seems to me the idea was there from the beginning.
I don't think there is such a things as "canon" for AD&D 1st ed. Greyhawk canon appears in various "generic" books (eg MM2) but is not thereby becoming "official". Official, in 1st ed AD&D, is about mechanics elements, and the mechanical aspects of story elements (eg there are official mechanics for beholders), but not about the setting aspects of story elements.So is Greyhawk canon to generic D&D or isn't it? Because you seem to be going back and forth on this one. If it is, then setting material does encroach on "core" D&D (and vice versa). If it isn't then this point seems irrelevant as my key point was that the MotP was considered "canon" in regards to 1e D&D's "assumed" ideas about the planes, rather than to Greyhawk specifically.
I noted this upthread, when I flagged the only appearence of the outer planes in the GH boxed set as being the homes of the deities.the Greyhawk deities were clearly placed among the Outer Planes of the Great Wheel in the original Dragon articles featuring them. Heironeous is set in the Seven Heavens, Hextor in Acheron, St. Cuthbert in Arcadia, etc. Greyhawk's made use of the Great Wheel since 1st edition.
I'm aware of the phenomenon. My view is that, for a medium like RPGs which is about authorship rather than reading others' work, it is a problem. (I think it's a weird feature of commercial serial fiction, too, to be honest, but I think it has obviously less place in an RPG.)As to whether a change garners "disrespect", I can bring up a non-gaming example to show you what I mean. In Doctor Who,
<snip Cybermen example>
The amount of BETRAYAL! many people felt about the ignoring the 40+ year old origin and mythology of the Cybermen to create a new (and arguably, well done) creation point though was palpable. Nobody likes being told "remember that thing you loved? Forget it, here's thing 2.0 thats better because we said it is"
<snip>
And that's just the tip of the iceberg. Go to a Star Trek convention and mention how you like Abram's movies more than the OS. (Here's a hint; run quickly).
As opposed to "best" compared to "best"? Is your bias somehow not baked into your comparison then?
Isn't that what we frequently call "nostalgia glasses"?
From what I recall written by Monte Cook since then, I'm not sure if the expulsion of the Factions was meant to be as ground-breaking as it turned out to be a which was a result of TSR discontinuing.
There probably was meant to be some return to the status quo. So its great change was only because the series ended on a cliffhanger that the writers were unable to resolve before cancellation.
A Demon Lord getting raised feels kind of minor. Planar layers shift, but the planes still exist. Acheron, for example, will not drop out of the cosmology. Honestly your list reminds me of a Mitchell & Webb sketch from the perspective of Hufflepuff from Harry Potter, where one of the representatives unconvincingly brags about how one of the most noteworthy things that Hufflepuff has done was having a member who died.![]()
pemerton said:Exploring the setting means that the players of the game devote their energies, at the table, to learning about the setting.
pemerton said:Faultless disagreement is a tenable feature of some fields (eg preferred flavours of icecream) but I don't think it is tenable in politics, which inevitably involves holding others to account in the name of a perspective they don't share,
....
But Planescape doesn't tackle the isssue, and I don't think it provides the resources to do so. It doesn't even do as well as Blackburn, Russell and Ayer: their defence of non-concessive politics as consistent with a non-objective metaphysics of morals turns upon the (correct) claim that the persepctive to which I have unmediated access is my own. But Planescape presents a universal perspective to which everyone has access, namely, the alignment system as expressed via the Great Wheel.