The 'Wonderland'-Inspired Faces of the RAGE OF DEMONS

Take a peek at some of the art from D&D's upcoming Rage of Demons storyline. This art is by Richard Whitters, who is the art director for D&D and used to work as a concept artist for Magic: the Gathering. WotC's Chris Perkins has indicated that one of the influences on Rage of Demons was Alice in Wonderland, and I think the influence is clear when you look at the characters below.



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OUGALOP, kuo-toa cave cricket catcher extraordinaire.

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YUK YUK and SPIDERBAIT, goblin adrenaline junkies.

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THE SOCIETY OF BRILLIANCE, the Mensa of the Underdark.

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GLABBAGOOL, awakened gelatinous cube.

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RUMPADUMP and STOOL, myconid followers.

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PRINCE DERENDIL, a quaggoth who thinks he's elven royalty.

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TOPSY and TURVY, svirfneblin wererat siblings.

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THE PUDDING KING, svirfneblin devotee (i.e., flunky) of Juiblex the Faceless Lord.

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D&D's "Legion of Doom." What a wonderful bunch of malcontents.
 

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I have to admit, I'd play Planescape, but, not with the D&D system. There are all sorts of systems out there that deal with metaphysical ethics and morality much, MUCH better than D&D. Paramandur might be a bit facile in his description, but, I don't think he's wrong. Saying that D&D is four-color fantasy isn't a huge leap here, is it?

I just purchased the Planescape boxed set PDF off DND classics... though I had it when I was much younger but lost it... and am re-reading it now. Haven't finished up all 3 books in the set yet but so far I honestly am not seeing why D&D (at least 5e) isn't a good system for it... maybe it's something I haven't read or remembered yet that makes D&D horrible for Planescape... could you elaborate?
 

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Dungeons & Dragons *is* "four-color" adventure; trying to make it something else results in metaphysical absurdity when discussing a cosmology designed to generate monsters to kill with swords.

I gotta say that puritanical genre-policing like this makes me sad and a little irate.

It's a simple attempt to de-legitimize a style of game, badwrongfun in a more condescending garb. "Oh, that's all well and good, but it's not real D&D!" is utterly pointless border-patroling and more than that it is absolutely and empirically wrong on every conceivable level.

Because D&D is four-color adventure, and it is also moral ambiguity and it is slaying Thor and turncoat Drow and Balance Above All and cheap LotR rip-offs featuring monsters from Greek myth and Gygaxian dungeon crawls and Gothic horror and slightly homoerotic '80's style leather daddy environmentalism metaphor and swashbuckling 70's sci-fi and countless and infinite other stops in between and beyond. D&D is not limited, it is whatever any table says it is, and sometimes, at my tables, D&D absolutely is this narrative of ideological warfare.

D&D has been all this, it will continue to be all this and more, and while your tables might be limited to one of your favorite styles, you don't have the authority or the ability to impose your view on the game itself. Not even the designers have that authority (see 4e's sacred cow bar-b-que). No one who wants to run a morally ambiguous game needs to run their plan by anyone other than their own group for approval, and if they gather together and play that game and call it D&D, guess what? That is D&D, even if it's not your kind of game.

That diversity is a strength - it's part of the fun of D&D that it is whatever you turn it into in your group. And telling people that their games aren't "real D&D" violates that strength.

Hussar said:
I have to admit, I'd play Planescape, but, not with the D&D system. There are all sorts of systems out there that deal with metaphysical ethics and morality much, MUCH better than D&D. Paramandur might be a bit facile in his description, but, I don't think he's wrong. Saying that D&D is four-color fantasy isn't a huge leap here, is it?

It is, because it's pretending that D&D is some monolithic single-purpose input-output device that can only do one thing. That has never, ever, ever been true of D&D, and the fact that this has never been true of D&D is part and parcel of why D&D is so much more fun and enjoyable than most other things you can do with your time - because it is what you make of it.

And making of it a campaign setting that is a battleground of ideologies amongst the heavens and the hells is one of the less radical things you can do with it - certainly TSR circa 1990 thought it was totally within the D&D wheelhouse.

As an aside, it's worth noting that PS is very much a product of its times - one of the reasons it futzes with the alginment concept is one of the same reasons it futzes with traditional fantasy races or with traditional overland journeys. PS is to a large degree a reaction within D&D to the prevalence of traditional Tolkeinish fantasy. One of it's goals is to be non-traditional. Alignment-busting by saying that alignments are really just based on a sort of consensus is one way it does that.
 
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Philosophies that deny the existence of gods and such could be translated into "OK, yeah, gods exist, but if you think any of them really care about us you're a fool," or maybe "Well, they say they're gods, but they might be stuffing their resumes a bit in terms of how strong or unique from mortals they really are."

You just gave a passable description of the Athar faction of Planescape.
 

I want to be sure I understand the stance of the schools of thought here.

The school that says: "alignment of good and evil is Euclidean" in they never cross or converge

Ah, which posters are you trying to classify here? To the extent I've been involved with this thread, it was to point out that (in your terms) Euclidean theorems, while sound and even (in my opinion) representative of everyday reality ("true" in common parlance), are not significant unless you first buy into Euclidean axioms. You can have a protractor for objectively measuring Euclidean angles, but it's of no interest to someone who believes axiomatically that parallel lines can intersect exactly twice.
 
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Ah, which posters are you trying to classify here? . . . . ..
Uh, I am not so sure I want to answer that question. It seems we are witnessing some thing that Kamikaze Midget is addressing that I could inadvertently exasperate.
 

I don't think they would continue to exist in their current form... Again instead the multiverse transforms into a place where Law and Chaos are the opposing forces instead of good and evil. It's a place where fiends and angels would find common cause in keeping the multiverse from sliding into utter chaos at the hands of allied demons and djinni... even thought their methods, tactics and behavior would still differ... Or did you mean if all cosmological forces were gone?
I guess I meant the Good/Neutral/Evil alignment system was gone. People still did good and bad things, just like in real life, but good and evil does not exist as an objective cosmological force.

Based on the PS idea of the planes being made of this belief-mana, the obvious question would be: what do people believe in when they don't believe in the alignments?
<snip>
Again, the interpretation would vary between tables. PS sort of wants you to figure this out for yourselves. :)
Norse myths of Valhalla and Hel, and Greek myths of Olympus existed in absence of Judeo-Christian values that inform the D&D Alignment system. My interpretation is that outer planes can (and IMO should) exist on their own merits, and not because someone needed to plug in a plane for Lawful-Neutral-Good or whatever to fill in a missing peg on the alignment wheel, but I betray my biases by saying that.
 

Ah, which posters are you trying to classify here? To the extent I've been involved with this thread, it was to point out that (in your terms) Euclidean theorems, while sound and even (in my opinion) representative of everyday reality ("true" in common parlance), are not significant unless you first buy into Euclidean axioms. You can have a protector for objectively measuring Euclidean angles, but it's of no interest to someone who believes axiomatically that parallel lines can intersect exactly twice.


Well, that is exactly the issue with ontological discussion in philosophy: you can have something as solid as arithmetic or geometry, but throwing in a "Detect Mathematical Soundness" spell...radically changes the epistemological context. Which is what [MENTION=42582]pemerton[/MENTION] is saying.
 

I gotta say that puritanical genre-policing like this makes me sad and a little irate.



It's a simple attempt to de-legitimize a style of game, badwrongfun in a more condescending garb. "Oh, that's all well and good, but it's not real D&D!" is utterly pointless border-patroling and more than that it is absolutely and empirically wrong on every conceivable level.



Because D&D is four-color adventure, and it is also moral ambiguity and it is slaying Thor and turncoat Drow and Balance Above All and cheap LotR rip-offs featuring monsters from Greek myth and Gygaxian dungeon crawls and Gothic horror and slightly homoerotic '80's style leather daddy environmentalism metaphor and swashbuckling 70's sci-fi and countless and infinite other stops in between and beyond. D&D is not limited, it is whatever any table says it is, and sometimes, at my tables, D&D absolutely is this narrative of ideological warfare.



D&D has been all this, it will continue to be all this and more, and while your tables might be limited to one of your favorite styles, you don't have the authority or the ability to impose your view on the game itself. Not even the designers have that authority (see 4e's sacred cow bar-b-que). No one who wants to run a morally ambiguous game needs to run their plan by anyone other than their own group for approval, and if they gather together and play that game and call it D&D, guess what? That is D&D, even if it's not your kind of game.



That diversity is a strength - it's part of the fun of D&D that it is whatever you turn it into in your group. And telling people that their games aren't "real D&D" violates that strength.







It is, because it's pretending that D&D is some monolithic single-purpose input-output device that can only do one thing. That has never, ever, ever been true of D&D, and the fact that this has never been true of D&D is part and parcel of why D&D is so much more fun and enjoyable than most other things you can do with your time - because it is what you make of it.



And making of it a campaign setting that is a battleground of ideologies amongst the heavens and the hells is one of the less radical things you can do with it - certainly TSR circa 1990 thought it was totally within the D&D wheelhouse.



As an aside, it's worth noting that PS is very much a product of its times - one of the reasons it futzes with the alginment concept is one of the same reasons it futzes with traditional fantasy races or with traditional overland journeys. PS is to a large degree a reaction within D&D to the prevalence of traditional Tolkeinish fantasy. One of it's goals is to be non-traditional. Alignment-busting by saying that alignments are really just based on a sort of consensus is one way it does that.


I think that there is some miscommunication going on here, for which I apologize. I do not question the fun you are having. Go at it, I LOVE the whole Great Wheel; partly because it's incoherent, which is my point. It's bonkers, and I don't mind the insanity, O have fun with it as well.

But, as @pemerron points out eloquently though perhaps overly forecfully, it is not a basis for real world thinking.
 

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