Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The Multiverse is back....
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Neonchameleon" data-source="post: 6414512" data-attributes="member: 87792"><p>To me all these are obvious questions in the real world. It's only the Protagonist Centred Morality and Might Makes Right of Planescape that makes them at all abnormal.</p><p></p><p></p><p></p><p>I feel like it's pretty clear that the Great Wheel is presented as the <em>privileged above all others</em> representation of how one could map out the relationships between the planes. There's more than one way to map the earth - but this doesn't change its nature away from an oblate spheroid. You can <a href="http://www.worldmapper.org/display.php?selected=2" target="_blank">map the world by population of country</a> - and that's valid. As is the Sensate's mapping. However those aren't normal mappings and for good reason.</p><p></p><p></p><p></p><p>The one doesn't follow from the other. You can have boundaries of infinite length and defined shape. You can have boundaries in one direction and infinite in another.</p><p></p><p></p><p></p><p>And you can work out which planes are close to each other <em>very</em> easily. There are mechanical rules in Planescape that mean that a magic sword loses a point of plus for each plane it is away from the home plane. </p><p></p><p style="margin-left: 20px"><em>"So, if a character on Pandemonium uses a magical sword forged on Gehenna, the sword loses 2 from its pluses because the shortest route traces through the Astral (or the Outlands) to Pandemonium. If the sword's home plane were Limbo, it would only lose 1 plus, since Limbo and Pandemonium are directly adjacent (see the map of the planes)."</em> - A DM Guide to the Planes.</p><p></p><p>The mechanical way of establishing which planes are adjacent is clear. Which puts the Great Wheel in exactly the position I'm saying it is. Privileged above others because it has actual mechanical backing.</p><p></p><p></p><p></p><p>You can, however, take artifacts from the Outlands and work out how effective they are on other planes. Which allows you to work out the relative traits. Do this for all planes you know how to reach and you get a nodal map. This nodal map amongst other things contains The Great Wheel.</p><p></p><p></p><p></p><p>I've just, by referencing the rule books, shown how you can do this. Magic item attenuation.</p><p></p><p></p><p></p><p>False.</p><p></p><p>One reason planar adventurers should take a map including the Great Wheel with them is to know which of their magic swords are going to be the most useful. That makes it pretty clear to me that the Great Wheel is more than simple ideology.</p><p></p><p></p><p></p><p>Very clever. Try something more like the following.</p><p></p><p>Dear WotC,</p><p></p><p>If you produce a 6th edition, sell two versions of the core books. The first one should contain One True Way and nail down all the core lore, reflecting the way things were done whether or not that makes for interesting stories and whether or not it is appropriate for all D&D worlds. The second should be more tentative, more mythological, and more geared to plot hooks and psychology rather than the minutiae of the %lair chance of goblins. It would also help to have an online quick reference and development set of tools that people are going to refer to just for the mechanics when they need it - you can call this the SRD. And the last time you did that it inspired far more than any fluff you've created before or since.</p><p></p><p></p><p></p><p>There's no setting and no RPG that the right GM and the right group can't fix.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6414512, member: 87792"] To me all these are obvious questions in the real world. It's only the Protagonist Centred Morality and Might Makes Right of Planescape that makes them at all abnormal. I feel like it's pretty clear that the Great Wheel is presented as the [I]privileged above all others[/I] representation of how one could map out the relationships between the planes. There's more than one way to map the earth - but this doesn't change its nature away from an oblate spheroid. You can [URL="http://www.worldmapper.org/display.php?selected=2"]map the world by population of country[/URL] - and that's valid. As is the Sensate's mapping. However those aren't normal mappings and for good reason. The one doesn't follow from the other. You can have boundaries of infinite length and defined shape. You can have boundaries in one direction and infinite in another. And you can work out which planes are close to each other [I]very[/I] easily. There are mechanical rules in Planescape that mean that a magic sword loses a point of plus for each plane it is away from the home plane. [INDENT][I]"So, if a character on Pandemonium uses a magical sword forged on Gehenna, the sword loses 2 from its pluses because the shortest route traces through the Astral (or the Outlands) to Pandemonium. If the sword's home plane were Limbo, it would only lose 1 plus, since Limbo and Pandemonium are directly adjacent (see the map of the planes)."[/I] - A DM Guide to the Planes.[/INDENT] The mechanical way of establishing which planes are adjacent is clear. Which puts the Great Wheel in exactly the position I'm saying it is. Privileged above others because it has actual mechanical backing. You can, however, take artifacts from the Outlands and work out how effective they are on other planes. Which allows you to work out the relative traits. Do this for all planes you know how to reach and you get a nodal map. This nodal map amongst other things contains The Great Wheel. I've just, by referencing the rule books, shown how you can do this. Magic item attenuation. False. One reason planar adventurers should take a map including the Great Wheel with them is to know which of their magic swords are going to be the most useful. That makes it pretty clear to me that the Great Wheel is more than simple ideology. Very clever. Try something more like the following. Dear WotC, If you produce a 6th edition, sell two versions of the core books. The first one should contain One True Way and nail down all the core lore, reflecting the way things were done whether or not that makes for interesting stories and whether or not it is appropriate for all D&D worlds. The second should be more tentative, more mythological, and more geared to plot hooks and psychology rather than the minutiae of the %lair chance of goblins. It would also help to have an online quick reference and development set of tools that people are going to refer to just for the mechanics when they need it - you can call this the SRD. And the last time you did that it inspired far more than any fluff you've created before or since. There's no setting and no RPG that the right GM and the right group can't fix. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Multiverse is back....
Top