D&D 5E The Multiverse is back....

the question wasn't, usually, who the enemy was but instead what to do with the enemy and how to approach the various situations we found ourselves in.

<snip>

the conflict between party members has been a big driving force in this style of play.
Thanks, another interesting example of play.

Just from reading your post, I get the sense that the planes as a backdrop to this weren't playing a big role - that this could have equally been done in a mortal city campaign (the nature of the scenarios might change, but the nature of the conficts wouldnt have to). Is that fair?
 

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Thanks, another interesting example of play.

Just from reading your post, I get the sense that the planes as a backdrop to this weren't playing a big role - that this could have equally been done in a mortal city campaign (the nature of the scenarios might change, but the nature of the conficts wouldnt have to). Is that fair?

For this particular example, I'd say that's fair with the caveat that I can't really imagine the Factions themselves, which featured heavily in the narrative both in terms of an external and internal force in the game, feeling so at home in a non-Planescape game. I'd go so far as to say that they would actually be kind of silly outside of the setting.

As an example of taking this to the "belief shapes reality" level I'll point to a game that I ran. I'll skip all the setting exposition, which did comprise a fairly significant portion of the game, because I was crafting what was effectively an entirely new mythology of the Planes. Suffice to say that there existed a race of beings of whom there were three remaining members, each one metaphorically representing a different aspect of the fall of their race: ambition, stagnation, and dependence. Early on the PCs threw their lot in against ambition, so that was less of a question throughout the campaign (although it was one that had ramifications).

The thrust of the campaign consisted of the PCs competing with this individual in order to alter certain sections of the multiverse. This created the effect of reassembling a long broken temple that had been scattered through the planes back into one whole. However, this wasn't a logic puzzle or anything along those lines. There was no correct or predetermined way to "fix" the temple. It was simply that as each location became entwined with them, their beliefs, and their goals, that shifts occurred, reforging what was once broken. It was their interactions, their thoughts, and the foundation upon which the players determined those, that gave form to the shifting results. It was a battle of belief with this long forgotten member of a long forgotten race.

In the end, the Planes were forever changed, and the PCs ascended to... well... we actually left that part ambiguous. They became mythic beings of legend. What happened to them is less important. What is important is that they reforged the Multiverse in their wake.
 

For this particular example, I'd say that's fair with the caveat that I can't really imagine the Factions themselves, which featured heavily in the narrative both in terms of an external and internal force in the game, feeling so at home in a non-Planescape game. I'd go so far as to say that they would actually be kind of silly outside of the setting.
That make sense.
 

For me there is a tension here, because the I find the notions of "very real horror" and "legitimate disaster" to be at odds with "the power to be right by making the multiverse conform to my ideals".

This connection intrigues me a bit because it's not something that has really occurred to me. Perhaps it is your more philosophical bent that is neutralizing the possibility space here, but I don't see an opposition there. If you are changing the world according to your beliefs, of COURSE those who oppose your beliefs are going to have a bad time of it. It's a story of transformation, and transformation is not a process that leaves everything intact and content.

The Xaositect can make the riots either go away, or become the right outcome, by imposing his/her beliefs on the world. As I also said upthread, with reference to existentialists such as Camus, Sartre and Nietzsche, I don't think this is a hopeless basis for dramatic conflict, but I think it is challenging, hard to pull off in an RPG, and not that appealing to me personally.

I think you may be conflating the ability to change the multiverse with "wish fulfillment." Imposing your beliefs on the world should never be an easy or straightforward process.

Solving a crossword puzzle has real-world emotional payoff (ie satisfaction). But it doesn't achieve that payoff by engaging with other values. It is not narrative fiction, it is a puzzle.

Plenty of narrative fiction is also a puzzle (obligatory James Joyce allusion for the day complete!). And every puzzle has a narrative core (I begin. I confront obstacles. I get better. I succeed....or I fail...).

Tomb of Horrors is not narrative fiction either. Nor is White Plume Mountain. ToH is analogous to a crossword puzzle. WPM is more like a board game - I compared it upthread to Talisman. (I think it is too wahoo to be a crossword puzzle.) Both are RPG scenarios, and so both involve fictional positioning - ie the adjudication of player moves, which (in an RPG) take the form of action decarations for PC, by reference to the ingame fiction. But they do not involve narrative.

None of the previous paragraph is a criticism. (Sometimes on my train ride home I read a book. More often I do a crossword puzzle.) It is an analysis.

I think a core part of our conversation is me trying to parse the jargon you're using in a very specific way that just isn't clearly evident from the natural meaning I take from the words. Narrative is a part of all those modules (even if it's just the narrative of how Joe the Fighter failed to check for traps before he died), though not necessarily the focus. And "fictional positioning" as you described it doesn't seem to me to oppose or be incompatible with narrative, in that all narratives involved in RPGs are based in DMs adjudicating player declarations because that is the mechanic by which an RPG is played out. I'm finding it a little difficult to conceive of an RPG without functional "fictional positioning" (even if it's a fellow player doing the adjudicating, it serves the same purpose).

Narrative fiction provides entertainment in a different fashion from crossword puzzles and board games. And different narratives provide different sorts of entertainment. A James Bond movie, for instance, involves no dramatic conflict. There is purely procedural conflict (ie how will Bond get out of this one?). The emotional payoff is in terms of anxiety and release.

Again, we get you using terms in immensely specific ways whose meanings aren't readily apparent. Narrative fiction can provide very similar entertainment to crossword puzzles and board games in that they allow for problem-solving and deduction and solution-seeking. Heck, the entire genre of crime novels -- one of the most popular book genres! -- is built around evoking that emotion. I've never heard a description of a James Bond movie that accused it of not having a dramatic conflict. In terms of its emotional intensity, the good ones at least have very dramatic conflict!

Casablanca has elements of this - eg when Strasser is racing to the airport to stop the plane - but the bulk of the film is dramatic conflict. When Rick has to decide whether or not to let the band play the Marseillaise, the conflict is not purely procedural (how will Rick get out of this one?). It is dramatic (will he choose self-interest or loyalty to Ilsa and to liberty?)

I do see how those two conflicts are distinct, but both seem dramatic to me. One is a character-oriented, internal conflict, and one is situational (to use terms actually used by script-writers to distinguish these conflicts), but both are dramatic in terms of containing a lot of drama.

It's a little late in the day to play the "You're doing it wrong" card, isn't it? (In my case, over 25 years.)

Certainly wasn't the card I was playing. Merely suggesting that the "serious" flaw you find in Planescape might not be a flaw of Planescape per se as much as it is a "default state" for D&D that PS doesn't see a pressing need to change.

And I've already pointed in this thread to a D&D setting that does what I want it to write off the page - namely, 4e's PoL. In other thread, incuding ones I'm sure you've participated in, I've also pointed to 1985's Oriental Adventures.

I don't think I understand enough what you are actually looking for to be able to understand why the Nentir Vale does it for you but other D&D settings don't.

I don't see why these threads have to resolve with those who don't like Planescape, or do like 4e, being told they should be playing another game.

Certainly not my intent. My only goal here is to understand your actual criticisms and see why and how they apply to PS specifically. I feel like I might have a small sense of what you're actually looking for in a game (internal character conflict?), which is a hard-won starting point, but I can't currently connect that to something PS is weak at.

Which doesn't mean you can't like what you like and not like what you don't like, it just means I'm not clear on actually why, in either case.

Like, I get why Hussar doesn't like PS (he feels the lore is too controlling). I disagree, of course, but I get where he's coming from. The Shadow's mention upthread of not enjoying irreverence in the face of majesty is also something I can basically understand, and there I'd even agree that this is a thing that PS does. Same with your dislike of the cant and your dislike of the Intro to Philosophy factions. I get it, and it's something that PS does. There's reason to like those three things, but if you don't, yeah, PS at its most iconic isn't going to be your bag.

It's harder for me to understand your more "serious" issue with the setting. My comprehension issues don't invalidate your feelings (feelings can't be wrong), but my questions aren't meant to call into question the validity, merely to try to tease out the actual truth of the matter. If it's becoming more personal for you, it might be better to let it lie until this theme comes up again in 6 months or so. ;)
 
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Well if you knew about the factions in Planescape, you'd realize it was a pretty big change to the setting, especially as i said before how it caused an uproar in a large segment of the fanbase... not sure what else to say, I show you an example of the type of change you claim Planescape doesn't have and your reply is... I really don't know about this major aspect of the setting. Not sure what to tell you at this point except your lack of knowledge on something doesn't impact whether it is or isn't a significant change.



Is this the only change that qualifies as significant in Planescape?



Wait so they did make drastic changes to planar lore (Proving they aren't unwilling to do it)and... it wasn't well received by many. Seems like the smart thing to do would be to revert back... or are you saying WotC should force changes onto a fanbase even when they don't particularly like or care for them? In fact is it WotC you're irritated with, or the fanbase?

Note, just to be absolutely clear, I'm talking about The Planes and not Planescape. I honestly don't know enough about Planescape to really comment.

And, it's mostly the fan base I'm irritated with. I thought that would have been pretty clear all the way along. it's the fan base that cares about canon after all.

If the planes (no caps) was a resource, then there would be no problems with changes. You can have fifteen different kinds of trolls from ice trolls to giant two headed trolls and no one cares. You can have different kinds of pretty much everything, mixing and matching features and changing baseline creatures all the way along, and by and large, it's fine. Like I said, a 1e kobold and a 5e kobold are completely not the same creature. About the only commonality is that they are both size small. Orcs have changed dramatically over the years. Heck, giants and dragons have both morphed into completely unrecognisable forms - dragons in 1e most of the time couldn't even cast spells and were not particularly large creatures - dragons in 3e and 4e are massive engines of destruction. Giants got a massive boost between editions. On and on and on. And these changes were judged based on the merits of the change. It makes sense for a game called Dungeons and Dragons to make dragons the biggest baddie around.

But The Planes are a setting so, they can never really change very much. Any change is automatically judged based on established canon rather than the merits of the change itself. Which is fine. They have become a setting and I should view them the same way I view all published settings - largely not worth my time a and largely something to ignore. I don't generally run published settings. In 30 years, the only published setting I've run is Scarred Lands. I'll play in published settings, but, I won't run them, nor will I buy anything related to them. Outside of my Scarred Lands collection, the last published setting book I bought was the 2e Faiths and Avatars.

Well, sorry, that's a bit of a lie since I forgot I own the Fiendish Codex II, but that came in a box with a bunch of other books, so, I don't really count it and I certainly never used it in any game I ran. Faiths and Avatars at least some some use.

I like modules, but I really don't do settings.
 


This connection intrigues me a bit because it's not something that has really occurred to me. Perhaps it is your more philosophical bent that is neutralizing the possibility space here, but I don't see an opposition there.

<snip>

I think you may be conflating the ability to change the multiverse with "wish fulfillment." Imposing your beliefs on the world should never be an easy or straightforward process.
You're correct that I'm equating, or at least linking (I'll dispute "conflating", because that implies my equation/linkage is mistaken!), "beliefs shape the world" with "wish fullfilment".

I had a supervision yesterday afternoon with a PhD student of mine writing her thesis on social possibility as a factor in collective political action - ie what sort of social transformations are feasible, and convesely what sorts of social facts have to be treated as limits on possibility in much the same way as facts about gravity or the refractive index of water. The same issue, about wish fulfillment, arises in a very pointed way in this work.

For instance, Merlau-Ponty, after the liberation of France, wrote an essay (the name of which escapes me - I know it primarily through my student's commentry on it) in which he argued that the collaborators (whom he wanted shot) had acquiesced in the face of "realism", whereas the resistance (with whom he identified himself) had "answered to reasons that had not yet come to be" (loose paraphrase) - that is, by acting, and by acting successfully against all sense of realism, they created a future in which Nazism had lost, and hence which generated reasons - ie reasons not to acquiesce and compromise in the reality of Nazism - which retroactively gave validity to their choice to resist.

Now when Merleau-Ponty says this it tends to look somewhat romantic and heroic. But when an aide to President Bush Jr made a similar remark in the more recent past, dismissing certain political commentators for being stuck in the "reality-based community", some people thought that this dismissal, and the corresponding assertion that "we create our own reality", was both hubristic and self-delusory.

I tend to think that, in an RPG, where it is already quite hard to generate subtle emotional responses (due to the nature of the medium and typical participants), an idea that belief creates reality is going to tend towards "wish fulfillment" ie the sorts of nuances that are in play in our responses to Merleau-Ponty and the Bush administration won't be enlivened very easily. Hence what seem like they might, prima-facie, be "horrors" or "moral costs" will be retrospectively "believed" away without emotional cost.

This is an intuition of mine. It's got no more (nor less) validity than anyone else's intuition based on extensive RPGing experience.


Plenty of narrative fiction is also a puzzle (obligatory James Joyce allusion for the day complete!). And every puzzle has a narrative core (I begin. I confront obstacles. I get better. I succeed....or I fail...).

Narrative is a part of all those modules (even if it's just the narrative of how Joe the Fighter failed to check for traps before he died)

<snip>

Narrative fiction can provide very similar entertainment to crossword puzzles and board games in that they allow for problem-solving and deduction and solution-seeking. Heck, the entire genre of crime novels -- one of the most popular book genres! -- is built around evoking that emotion. I've never heard a description of a James Bond movie that accused it of not having a dramatic conflict. In terms of its emotional intensity, the good ones at least have very dramatic conflict!
Part of the issue here is that there are no canonical terms in RPG discussions - Ron Edwards tried to coin some but they have issues of their own, and in any event aren't widely used on ENworld (in the sense that he uses them).

Robin Laws has terms, too - some of my thinking in this thread is influenced by his Hamlet's Hit Points, which I bought mosty to read Robin Laws' take on Casablanca - but likewise they are not widely shared in RPG discussions.

Drama
What counts as "dramatic" is very flexible - sometimes it is just a synonym for "exciting". James Bond movies are exciting, but they don't involve drama in a more narrow sense of emotionally moving confict. The characters personalities and commitments, for instance, don't change. Their values are not placed under pressure. Bond never tries to show Goldfinger the error of his ways - in fact, as is shown by the near-mandatory meeting between Bond and each antagonist, as personalities they are almost identical (resourceful, ruthless, clever) but they just happen to be fighting for opposed sides.

Detective fiction, at least of the canonical "whodunnit" variety, doesn't involve this sort of dramatic conflict either. Raymond Chandler and Dashiell Hammett are different in this respect, but then they're not canonical "whodunnits". In The Big Sleep, for instance (and admittedly here I'm working more from the movie than the book, which I've not read for a very long time), does see Marlowe's values put under pressure, for instance in his relationship to the members of the family that hire him.

But in canonical "whodunnit" fiction or Bond-style adventure fiction, the obstacles and conflict that drive the narrative are not dramatic in my narrow sense (emotionally moving questions of value) but what I called upthread "procedural" - ie "How will Bond get out of this one?" or "How can we work out which of the suspects is the real killer?" In an RPG, answering these questions involves learning about the setting (ie the shared fiction). Typically this learning is the result of (i) the GM narrating more background using whatever the procedures are for that (eg knowledge checks, stating that my PC walks into room X and looks around, etc) and then (ii) acting on the setting (typically via the action resolution rules). The resoution of action declaration contributes to the setting - ie the shared fiction - by adding new information eg now the PCs are on Bytopia, or now this shopkeeper is our friend, or now Demogorgon is dead, or whatever else is the upshot of the action resolution.

Some RPG play takes the above as the primary, perhaps sole focus of play. That is what I called "setting exporation" play. That play may be exciting - eg finding out whether or not Demogorgon lives or dies should be exciting, otherwise why play it out? - but it won't be dramatic in the sense of involving emotionally moving conflict. There will be excitement, perhaps anxiety (but probably not genuine fear in the typical RPG experience), perhaps curiosity ("Is Demogorgon vulnerable to the widget we got from Bahamut?"), but not questions of value.

Now I'm not sure about Demogorgon, but at least for Lolth it's not that hard to introduce questions of value. Consider this campaign idea from Underdark (p 23):

Tharizdun breaks free from his chains. He makes his way for the Demonweb Pits. Epic battles unfold as demons aligned with Tharizdun try to block the adventurers' path to the pits. In what seems to be a final titanic encounter, they come upon Tharizdun after he has dealt Lolth a near-fatal blow. As prophesied by the cultists of the Eye, her dying degrades the webbing that holds reality together. With the universe coming apart around them, the Demonweb Pits howling for union with the Abyss, the characters must defeat Tharizdun, allowing Lolth to recover and stitch everything back together.

Then they understand the true meaning of their marks [at the outset of this hpyothesised campaign arc, each of the PCs has been marked with a prophetic, destiny-signifying sigil]. Their destinies were to save Lolth not only by defeating her greatest enemy, but by feeding themselves to her as a revivifying sacrifice. . . . Do they accept oblivion to save the universe, and allow themselves to be heroically devoured? Or do they come up with some other plan so crazy that it just might work, saving themselves along with the universe, and dooming Lolth as well as Tharizdun?​

Now, as presented, this is rather railroady, because the PCs have to be marked at time 1 in the campaign, and then get caught up in these Abyssal hijinks at time 2. But there are other ways of bringing PCs into conlict with Lolth and Tharizdun without needing to adopt this particular, railroading strategy.

What I am pointing to in the example is something different: that there the choice whether to allow Lolth to die, or not, involves a dramatic conflict, a confict of value for the PCs that (hopefully) will also be experienced as a dramatic moment by the players: do they save themselves in the short term but at the cost of the world?; do they save the world but at the cost of allowing a newly-rejuvenated Lolth to (i) eat them and (ii) probably conquer that world?; do they find a third way out?

The provision for a third way out is something of a concession to sentimenality. In my previous long-running campaign, it looked like the paladin PC would have to sacrifice himself to save the world and the dead god he worshipped, but then through cunning plans the players and their PCs came up with a way out that saved the world, the god and the PC and destroyed the PCs' biggest nemeses. In these "third way out" scenarios, I think the key to maintaing a dramatic rather than a procedural/exploration tone is to have the third way out emerge and be resolved within the same situation of choice - if the third way out is conceived of, but then implement it turns into a multi-session hunt for just the right McGuffin, etc, then the drama has been replaced by what I have called "setting exploration" play.

Narrative
Like "drama", narrative has a range of broader and narrower meanings.

In the sense I am using it, solving a crossword puzzle does not involve narrative. Nor does hammering in a nail. I confront the task (blank crossword, a nail that needs hammering), I gird my loins, I get on with the job.

To make it a narrative, you at least need opposition: will I get the nail hammered in before the room floods and we all drown; will I solve the crossword in time to decipher the serial killer's next victim? (The opposition probably doesn't need to be on a timer, but for these sorts of mundane tasks to become narratively engaging that is the easiest way to do it, I think.)

Tomb of Horrors has no opposition in this sense. Like a crossword in the newspaper, or having all afternoon to repair the clothesine, you just keep going til its done or you don't want to, or can't, do it any more.

White Plume Mountain is similar, but less like a crossword and more like a boardgame, because unlike ToH you get to roll lots of dice that will help decide whether you win or lose. But there is no narrative engagement in WPM as written.

There is a contrast, in this respect, even with GDQ, where there is at least a loose sense that if the giants and drow aren't defeated then they will conquer the world. The A-modules make the narrative stronger again: unless the slavers are defeated, they will continue enslaving people. Still, in play that narrative motivation mostly drops out of the picture and it is much like White Plume Mountain.

A module like Reavers of Harkenwold (? the well-regarded one that comes with the Essentials DM Kit) makes the narrative framing a more serious part of the module, as the threat from the raiders serves not just as a hook, but as an ongoing element of the adventure as it is played out.

But it is still not dramatic, in my narrow sense, as written - the PCs are analogous to James Bond but aren't forced to engage with serious conflicts of value.

I don't think I understand enough what you are actually looking for to be able to understand why the Nentir Vale does it for you but other D&D settings don't.
I think I mentioned upthread that I don't use the Nentir Vale. I use the 4e default cosmology, which is outlined in Worlds & Monsters and then again in the DMG, appears in snipptes and sidebars in the PHB (especially races) and the Power books, and is developed in more detail (sometimes detail that I ignore) in MotP, Plane Above, Plane Below, Undedark, Open Grave and Demonomicon.

What is present in that cosmology is a need to make choices that involve conflicts of value. For instance, choosing to wipe out orcs, and therefore (utimately) Gruumsh, means choosing to destroy one of the more powerful allies the gods have to hold off the primordials and thereby stop the destruction of the world. Choosing to oppose drow, and thereby Lolth, has the implications spelled out in the extract from Underdark I posted above.

It's true that the obtaining of these choices involve certain assumptions. They involve an assumption that heroic and paragon play (vs orcs, vs drow) is linked not just in the abstract but in the experience of play to cosmogical matters like the status of Gruumsh and Lolth. I play D&D in that fashion by default (influenced by the original Oriental Adventures), but I think 4e in both its presentation of PC races and of monsters, and in its integration of epic tier into the core of the game, strongly supports that assumption.

The obtaining of these choices also invovles an assumption that the game will involve fighting orcs, drow, goblins, gnolls etc and not (say) ankhegs, kruthiks, bullettes, etc. As I've said in the past, if the 4e party is all hafling rangers who worship Melora and Avandra and fight kruthiks, then the game won't deliver, in and of itself, the sort of dramatic payoff I enjoy. Luckily for me, fighting orcs, drow, gnolls etc rather than giant insects, and playing thematically "meaty" races like dwarves, elves, tieflings, humans of fallnen Nerath etc rather than halflings, is the norm for my group.

Under these assumptions, the default conflicts into which even low-level PCs get framed are laden with the need to make choices that aren't free of dramatic cost, because they involve choosing one vaue over another.

I think there are other ways, too, that 4e makes dramatic conflict easier than many other versions/settings of D&D. For instance, early in my 4e campaign the PCs received a surrender from an enemy mage, who promised to work with them. The paladin PC took her under his wing. Not too much later she was killed on a battlefield imbued with negative energy. The next turn she rose as a wight and attacked the paladin - a paladin of the Raven Queen, who therefore had to defend himself against an undead (whom he's sworn to destory in the name of the Raven Queen) but by killing the mage (or an echo of the mage) whom he had taken under his wing.

There are multiple reasons I think that this sort of thing is easer in 4e than in other versions/setting. Some involve its mechanical features, and so aren't relevant to this thread. But some involve its story elements: because the game builds on core D&D tropes (like the nature of undead, and the hostility between clerics and undead) but gives many of these a deeper significance than they have often had, and link them direclty into the cosmology (eg its not just a paladin vs a wight - in a sense "natural enemies" - but a paladin of the Raven Queen vs a low-level agent/minion of Orcus, hence sworn enemies), I find it easier to just follow my D&D instincts, and reach into the bag of tools the game gives me, and generate these situations which have not just procedural but dramatic weight.

For me, at least, the extent to which a system and setting facilitates this sort of thing is important, and the 4e cosmology as expressed through the published 4e GM-side story elements (eg monsters listing) is one of the better I have encountered. (As I've mentioned, OA adventures is another: players are hooked into a framework of family loyalty, political loyalty, and honour; and so are their monstrous antagonists, via the Celistial Bureaucracy; so it is similarly easy to reach into the grab bag and pull something out that will have not just procedural but dramatic weight.)
 

Note, just to be absolutely clear, I'm talking about The Planes and not Planescape. I honestly don't know enough about Planescape to really comment.

Ok, you were originally talking about Planescape, but even with the planes WotC changed them pretty drastically with 4e and there have been more minor changes throughout various editions... so it's hard for me to understand where you are coming from. I feel like you still aren't saying exactly what you want... Do you want an inconsistent planar structure across all sourcebooks, adventures and campaign settings? Because that would be... confusing to say the least. Do you want a mutlitude of options every time something planar is in a sourcebook, adventure or campaign setting? Because then we drive up the word count... If you want examples and material to construct your own planar setting... well I know at least 3.x and 4e offered this in their planar books... so what exactly is the complaint?

And, it's mostly the fan base I'm irritated with. I thought that would have been pretty clear all the way along. it's the fan base that cares about canon after all.

Well you do keep saying WotC doesn't make planar changes, of course it seems like as a business they should be listening the the majority(?) of their fanbase and what they want. That's just smart business...

If the planes (no caps) was a resource, then there would be no problems with changes. You can have fifteen different kinds of trolls from ice trolls to giant two headed trolls and no one cares. You can have different kinds of pretty much everything, mixing and matching features and changing baseline creatures all the way along, and by and large, it's fine. Like I said, a 1e kobold and a 5e kobold are completely not the same creature. About the only commonality is that they are both size small. Orcs have changed dramatically over the years. Heck, giants and dragons have both morphed into completely unrecognisable forms - dragons in 1e most of the time couldn't even cast spells and were not particularly large creatures - dragons in 3e and 4e are massive engines of destruction. Giants got a massive boost between editions. On and on and on. And these changes were judged based on the merits of the change. It makes sense for a game called Dungeons and Dragons to make dragons the biggest baddie around.

Ok, so you're speaking to planar resources across editions. I would argue that the planes have changed, though mostly in minor and gradual ways across editions with the most drastic exceptions being in BECMI and 4e (not really sure about OD&D as I don't know what the planar structure was for it). The thing is WotC as a business needs to cater to what the majority of their fanbase wants. You talk about judging things on their own merit, but I disagree things are always judged on what came before and planar structure is no different.

But The Planes are a setting so, they can never really change very much. Any change is automatically judged based on established canon rather than the merits of the change itself. Which is fine. They have become a setting and I should view them the same way I view all published settings - largely not worth my time a and largely something to ignore. I don't generally run published settings. In 30 years, the only published setting I've run is Scarred Lands. I'll play in published settings, but, I won't run them, nor will I buy anything related to them. Outside of my Scarred Lands collection, the last published setting book I bought was the 2e Faiths and Avatars.

I disagree here... I think most people judge the planes just like they judge anything else in a game with as much history (and editions) as D&D... that's to say the "do I like it better test". IMO, that is judging it on it's own merits and you seem to be mad that the majority are finding the drastic changes lacking. Not sure how to address this but I am glad the planes have moved more into sync with what I enjoy... There was a whole previous edition for those who wanted drastic changes... Now it's changed again.
 

I just noticed something while perusing WotC's article archives from the last year or so for my own purposes. It seems pretty relevant to the discussion at hand and seems to have been lost in all the talk as to whether Planescape is "dynamic" or "dramatic" enough (which I feel at this point has digressed into a lot of highly subjective and overly esoteric discussions about fiction generally).

Namely, as of January this year, James Wyatt said WotC's approach was going to be precisely what I'd recommended earlier in this thread: which is to be as inclusive as possible and to promote the idea of both alternate cosmologies and the idea that the Great Wheel is (both in-universe and out-of-universe) just a very useful model.

James Wyatt said:
I think there's a tremendous value in allowing DMs and world designers the freedom to design a cosmological system that suits the exact needs of a particular campaign. But this approach has its pitfalls as well.

Probably the biggest danger is in eroding the things that everyone knows about D&D—the D&D intellectual property, to put it in legal terms. Everyone knows that demons come from the Abyss, right? Well, except they come from the Twelve Hours of Night in the Pharaonic cosmology, and in Eberron they come from a couple of different planes. The Blood War is an important element of D&D, right? Except how does it make sense in Eberron, or in the 4th edition cosmology?

Those are relatively minor issues, all things considered. And the reality is that it's not actually very hard to reconcile even vastly different cosmologies. As I've mentioned before, the Great Wheel cosmology doesn't model an objectively verifiable truth. There isn't a being in the multiverse, except maybe an Overgod figure like Ao (and he's not talking), who can look down and see the planes in their arrangement as we look at a diagram in a book. Is the plane of Celestia sandwiched between Bytopia and Arcadia? Who can say? The only way to get from one to another is through a portal anyway, so for all anyone knows, that portal could be crossing a thin planar boundary, hopping to a different branch in a cosmic tree, or traversing incredible distances across an Astral Sea.

For that matter, is there actually a place called Celestia? A lot of lawful good deities seem to have realms with quite a bit in common—steep mountain slopes, archons all over the place, an air of beneficence to the place—but are they physically connected? Maybe. Maybe not.

For the purposes of your campaign, it doesn't matter. It doesn't matter if you talk about Celestia or about the Seven Heavens or about the distinct divine realms of Green Fields, Dwarfhome, and the House of the Triad.

So while we're probably going to present the Great Wheel as a default, to establish some common ground as a key part of D&D lore, I plan to make sure we talk about other options as well. As long as you don't stray too far from the baseline, the rest of your game doesn't need to change much if at all—demons, devils, angels, shadow walk spells, elemental summoning, and even planar travel can all work normally, even if your cosmology is creatively different.

What I'm taking away from this is:

A) The Great Wheel (as presented in the Player's Handbook and referenced in the Monster Manual) is 5th edition's default cosmology. However, it will not be forced on other settings that have no use for it (like Eberron).

B) The Great Wheel is a model. No one (or at least none of the PCs) really has a way to objectively evaluate the structure of the planes since the only way to travel from one to another is through portals and other similar dimensional gateways. The Nine Hells might sit next to Acheron or they might be floating freely in the Astral Plane but who really can tell since the only way to get from one to the other is through magical means? The Great Wheel's utility is not necessarily in it's being 100% accurate but how it describes relationships across the planes and provides a baseline for talking about planar creatures.

C) The Blood War will exist in settings that have it and not in settings that don't. You can use it or dispose of it as you like.

D) For the most part WotC is moving back to 2e/3e assumptions (not how archons are referred to here only as the celestial kind) but there will be some room for 4e's version of the planes.

With that in mind, I wonder if this is enough to satisfy everyone or whether it still strikes some as being a bit too imposing. From my point of view - assuming WotC sticks to this plan - it seems about perfect. But I understand my views aren't necessarily shared by everyone.
 

Imaro said:
Ok, you were originally talking about Planescape, but even with the planes WotC changed them pretty drastically with 4e and there have been more minor changes throughout various editions... so it's hard for me to understand where you are coming from. I feel like you still aren't saying exactly what you want... Do you want an inconsistent planar structure across all sourcebooks, adventures and campaign settings? Because that would be... confusing to say the least. Do you want a mutlitude of options every time something planar is in a sourcebook, adventure or campaign setting? Because then we drive up the word count... If you want examples and material to construct your own planar setting... well I know at least 3.x and 4e offered this in their planar books... so what exactly is the complaint?

Read more: http://www.enworld.org/forum/showthread.php?356422-The-Multiverse-is-back/page63#ixzz3FVWdKCxR

The bolded part is exactly what I want.

Why is it confusing? That's precisely how D&D presents the Prime Material Plane. The 3e DMG had extensive guidelines for building a campaign world, from demographics to political/alignment implications, to geography and everything in between. The 4e DMG presented largely the same material as well. My memory is too faded to claim the same for 2e or 1e, but, I'm pretty sure that they did so. They presented baselines at most and then encouraged DM's to build whatever they wanted using those baselines as a starting point.

So, if my Prime Material game world is a dessert world over run with giant sand worms, fantastic - here's the baselines for a quasi-medieval Tolkienesque world, and deviating from those baselines will have X, Y and Z impacts.

The Prime Material monster are not presented with hard and fast canon by and large. Other than living underground, where do Kobolds live? Who is the ruler of the Beholders? What is the political structure of the Minotaur court? Do Minotaurs even have courts? What is a Grell's goal in life? What is a medusa's? On and on and on.

In The Planes, all those questions are answered. It's right there in black and white, Asmodeus rules Hell. Hell is a bureaucracy dedicated to harvesting souls. Ice Demons live on the 7th layer of Hell and their ruler is Mr. Mixilplict. (ok, I made that last bit up. :D) On and on and on.

And, as you said, changes done to that canon are met with instant and loud condemnation. Eladrin as elves aren't a problem because eladrin are mechanically flawed or don't make sense or can't be fit into a D&D world. You almost never hear any criticisms like that. The worst criticism you get for Tieflings is that their horns are too big. No, the big, loud, and never ending criticisms are that Eladrin aren't what was established in The Planes Setting. Tieflings are not what was established in The Planes setting. So on and so forth. I've almost never heard any criticisms of the 4e cosmology that are directly related to the actual cosmology. The criticisms are almost universally based on the fact that 4e isn't using the same default The Planes setting as earlier editions.

To be honest, I'm not thrilled about 4e's cosmology either. Again they were trying to build IP and create something to sell. They don't treat the planes as a toolbox for DM's to go out and build. They treat the planes as The Planes - a distinct setting that they can keep selling setting books for. it doesn't matter if it's the Great Wheel or 4e's cosmology. It's the same thing. The only reason I rarely bitch about 4e's cosmology is that I almost never see anyone complaining that 5e isn't using 4e's cosmology or that 5e's changes are somehow "disrespectful" to canon. If people were jumping on that horse, then I'd complain about that just as much.
 

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