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<blockquote data-quote="Hussar" data-source="post: 6403802" data-attributes="member: 22779"><p>Let's take things from this way.</p><p> [MENTION=6779993]Elderbrain[/MENTION], if you'll notice, I 100% support the idea of The Planes getting their own material. I want you to have so much stuff that you'll never finish it. You want a City of Brass? Well, here's your sourcebook. You want a Hell that works like traditional D&D's planar Hell? Fair enough, here's your book.</p><p></p><p>I earlier talked about wanting supplements similar to the Environmental series dealing with the planes. [MENTION=50658]Rem[/MENTION]althalis pointed out that in 3e there were several examples of what I wanted, when it came to thematic books - Heroes of the Fallen Lands, etc - all setting free or at least setting light.</p><p></p><p>But, the second you step off the Prime, Whammo! You MUST play in The Planes. You have zero choice in D&D. Not if you want to use any supplements anyway. </p><p></p><p>If I want to run a setting light module set in a mountain region, there's fifteen different ones I could choose from. If I want to run a setting light urban adventure, again, there are fifteen options for me to use at least. But, as soon as I hit a Plane Shift spell, my only options are modules set in The Planes. There are simply no other options available. I'll give you a perfect example. In The Savage Tide AP from Paizo, the first series of modules each come with fairly lengthy sidebars on how to adjust the modules to fit within other settings - Eberron or Forgotten Realms anyway. But, as soon as the series goes planar, guess what? No more setting sidebars. It doesn't matter what setting you came from, the second you go planar, you are playing in The Planes.</p><p></p><p>That's how fixed The Planes are as a setting. It doesn't matter if your group starts in Greyhawk, Sharn or Waterdeep. As soon as you go planar, you are playing in The Planes.</p><p></p><p>That, in a nutshell, is my biggest problem.</p><p></p><p>Which rolls it back around to 5e. The more concrete lore they put into the core, the less freedom they will have to create modules and whatnot in the future. Kobolds will always come paired with dragons. Salamanders will always be linked to Efreeti. Every supplement, every module, every article in Dragon or Dungeon (should they return). The more they do this, the tighter it will become. We've already seen The Planes become this. I really, really don't want to see all of D&D be shoehorned into a single setting.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6403802, member: 22779"] Let's take things from this way. [MENTION=6779993]Elderbrain[/MENTION], if you'll notice, I 100% support the idea of The Planes getting their own material. I want you to have so much stuff that you'll never finish it. You want a City of Brass? Well, here's your sourcebook. You want a Hell that works like traditional D&D's planar Hell? Fair enough, here's your book. I earlier talked about wanting supplements similar to the Environmental series dealing with the planes. [MENTION=50658]Rem[/MENTION]althalis pointed out that in 3e there were several examples of what I wanted, when it came to thematic books - Heroes of the Fallen Lands, etc - all setting free or at least setting light. But, the second you step off the Prime, Whammo! You MUST play in The Planes. You have zero choice in D&D. Not if you want to use any supplements anyway. If I want to run a setting light module set in a mountain region, there's fifteen different ones I could choose from. If I want to run a setting light urban adventure, again, there are fifteen options for me to use at least. But, as soon as I hit a Plane Shift spell, my only options are modules set in The Planes. There are simply no other options available. I'll give you a perfect example. In The Savage Tide AP from Paizo, the first series of modules each come with fairly lengthy sidebars on how to adjust the modules to fit within other settings - Eberron or Forgotten Realms anyway. But, as soon as the series goes planar, guess what? No more setting sidebars. It doesn't matter what setting you came from, the second you go planar, you are playing in The Planes. That's how fixed The Planes are as a setting. It doesn't matter if your group starts in Greyhawk, Sharn or Waterdeep. As soon as you go planar, you are playing in The Planes. That, in a nutshell, is my biggest problem. Which rolls it back around to 5e. The more concrete lore they put into the core, the less freedom they will have to create modules and whatnot in the future. Kobolds will always come paired with dragons. Salamanders will always be linked to Efreeti. Every supplement, every module, every article in Dragon or Dungeon (should they return). The more they do this, the tighter it will become. We've already seen The Planes become this. I really, really don't want to see all of D&D be shoehorned into a single setting. [/QUOTE]
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