D&D 5E Us Building a "Fundamentally 5E" Setting From Scratch Together

Right, but moving to a full planar, apocalyptic setting is not fundamentally 5E because it locks out a bunch of traditional D&D adventures and concepts -- which 5E was built to embrace. you can't have a fundamentally 5E setting that doesn't allow for "traditionally D&D" content inside it.
do note however that i didn't mention the full planar apocalyptic aspects, i said the planar bleed, which was mentioned as a reigning-in of the apocalyptic shattered planes concept, though given how the apocalyptic version was mentioned first and it's merely a matter of scale i can understand the mix-up, these kinds of comments were more what i was thinking of, one of which is even your own:
I really liked Tonguez’s response, but I’d dial it back a bit from how dramatic it seemed. A deterioting reality, material plane, where other planes are starting to occasionally bleed in. Something maybe on the order of Fringe tv show. Rare, but constant events and monsters from other planes bleeding in to a more normal earth like environment. The collapsing reality, the other planes intersecting being a terminal situation for this realm. Entry to other planes happens when the rare but continuing intersections happen, but then the intersected part comes back, altered. Would cap number of planes interacting with, maybe 3.
To continue Tonguez's idea here, the planar bleed touched life here and there in the material realm and brought about the birth of numerous planetouched creatures and species.
[corringuard's above comment quoted here]

It also means that the characters can go to the City of Brass or Dis as easily as Waterdeep, which means we don't have to gate "planar" adventures by level anymore.

I think wide open options is a fundamentally 5E thing, and so a setting conceit like this where players can choose from a very wide variety of species, and live in the "Star Wars cantina/Pirates of Dark Water" style world is a good idea.
 

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it's not ideas that are 'not 5e' but ones don't really serve to highlight any particular aspect of the design of 5e, they might be cool ideas but they're not cool ideas that say anything, and i was intentionally vague in my previous post due to not especially wanting to point fingers at anyone specific.

but to compare in the other direction however, i think the 'planes bleed' is a good concept for 'The 5e setting' due to the high levels of baseline magic and magical beings in 5e.
Yeah... it's nice to try and keep things inclusive and non-judgmental. But I think it's kind of necessary to be specific about the problems you're discussing in this case for the sake of clarity. I have a strong suspicion that we do not necessarily all view or conceptualize the fundamental design of 5e in the same way.
 
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Right, but moving to a full planar, apocalyptic setting is not fundamentally 5E because it locks out a bunch of traditional D&D adventures and concepts -- which 5E was built to embrace.
Could you maybe provide examples? I'm not personally really seeing much that I feel couldn't be pretty easily adapted to such a setting.

I suppose the idea about everyone knowing a little magic might necessitate some species alterations. I also get the sense that the setting implies smaller, less-expansive nations and states; but that's something inherently a part of "Points of Light" worlds.
 
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Right, but moving to a full planar, apocalyptic setting is not fundamentally 5E because it locks out a bunch of traditional D&D adventures and concepts -- which 5E was built to embrace. you can't have a fundamentally 5E setting that doesn't allow for "traditionally D&D" content inside it.
I don't agree. The rules are the rules, and to me that's what characterizes an edition more than anything else, not what adventures are included with it. Many editions of the game feature published adventures not particularly well-suited to its rules.
 

Yeah... it's nice to try and keep things inclusive and non-judgmental. But I think it's kind of necessary to be specific about the problems you're discussing in this case for the sake of clarity. I have a strong suspicion that we do not necessarily all view or conceptualize the fundamental design of 5e in the same way.
well if you insist, i'll at least put them under a cut and remove the names...
The Mother of Many Names is an ancient, alien, primordial deity that had a appendage in the creation of all life; but was thereafter bound and imprisoned beyond space and time by the rest of the deific powers. Though utterly incomprehensible to most mortals and usually appearing in a nightmarish form of eyes and writhing tentacles, the Mother is in fact entirely benevolent; wishing only the greatest good and prosperity for what She sees as her many, varied children. Though still bound, she has managed to wriggle feeble tendrils of her being through cracks in creation since the Shattering.

The Mother, unfortunately, does not really understand individuality. She sees all life as interconnected - like cells in a greater whole. And Her version of the "greatest good" does not hesitate the slightest bit from monstrous individual sacrifices. Where She can, the Mother of Many Names strives to bring diverse and sometimes entirely unrelated beings (like human and insects) together in solidarity; sometimes creating psychic and emotional bonds. She is associated with Empathy, Self-Sacrifice, and psionics or mind-based magic. But also... conformity, totalitarianism, and extreme fanaticism toward a particular group. Her mindset is so utterly alien that her divine touch unfortunately often causes insanity.
In the distant past a great war raged between the Dragons and the Giants. After countless centuries of stalemate, both sides decided to enter into an armistice. This signaled a great change for the foot soldiers in this war, the Dragonborn and Goliaths.

As part of the Great Peace, both species were brought together, and divided into five clans:
  • Vert Clan - Hill/Green
  • Sable Clan - Stone/Black/Copper
  • Purpure Clan - Frost/White/Silver
  • Gules Clan - Fire/Red/Gold
  • Azure Clan - Storm/Cloud/Blue/Bronze
At first they stayed together in fear of breaking the pact between their former overlords, but in time they forged their own cultures together, and saw the members of their own clans as their people more than members of the same species in another clan.
In peoples dreams exists the “round man”. A short human looking fellow with a large round face. Always dressed for high fashion.

He never speaks, but has appeared in the dreams of every person in the world at one point or another. Even planar travelers report dreaming of him when they visit the world, but never when they leave.

There are various cults and religious beliefs that think the round man is a portent or a divine messenger…and of course there is always the random person that has decried “the round man actually spoke to me in my dream”.

These claims are mostly dismissed, and most people in the world find the round man a simple harmless curiosity, a conversation for dinner parties
One last minor thing to add -

The "City" of Shangore - a floating, sprawling shantytown just off the main coast. Its raucous piers are littered with taverns that smell of rum and resound with sea shanties. A popular profession is that of the Pearl Divers, who dare the monster-infested depths to find pearls or other treasures that line the shipwreck-laden sea floor. The lords of the city is a college of Bards whom are rarely seen but quite effective in keeping the city from devolving into pure chaos.

(Other cities/areas could be centered on a particular class or classes....)
The Monastery of the Vigil sits at the top of the Shankari Plateau, a wind-polished bastion of marble and obsidian where the hero Azami Shah first sought to complete the Kshatriya’s Vigil - "A sword must be as steady as the hand that wields it, a hand must be as steady as the mind that guides it, and a mind must be as steady as the soul that sustains it ."
The sound of training rings through the courtyards—steel upon steel, the deep intonations of warriors reciting oaths, pilgrims reading mantras embroidered upon golden banners, and the quiet murmur of scholars meditating beneath the Celestial Dome.

Once a warrior and heir to the Empire of Shanakra, Azami Shah saw it all torn away by chaos and the death of his family and most importantly his daughter Shazadi. Returning from the War of the Nine Shards Azami Shah built the Monastery as a place of stillness in the maelstrom, a place where others could join the Kshatriya’s Vigil as protectors of the innocent and keepers of the lost.

To such a place came pilgrims seeking refuge, warriors seeking a cause, mystics and sages seeking enlightenment and merchants seeking wealth. Jahanara came too, the Dragonborn bard saw opportunity to shape not only a sanctuary, but a dominion. Descending down from the plateau he built the terraced courtyards of the Gilded Spires, where merchants and diplomat gather turning quiet courtyards into halls of diplomacy and intrigue, and bazaars where wealth is traded, pacts are forged, and betrayals are plotted.
no ill will to anyone i quoted i just don't think these posts especially contribute to the idea of building 'the setting that embodies 5e'
 

Just as a point of note the Shattered Planes concept wasnt originally intended as full apocalyptic - I originally envision a relatively standard Material Realm with with planar bleeds not full on incursions. The hellscapes were out beyond the borders of the Known Realms. Maybe more Mid-Apocalyptic than Post.
The Wild magic storms and planar bleeds would explain high/wild magic zones, aasimar, tieflings, fey and general high magic of 5e. It would also allow clerics and warlicks to create their own Domain traditions.

Others pushed it full apocalyptic and the Nexus-Bastions became a spin off to try and reclaim a bit more stability inside the chaos...
 

Unless I missed a post, I didnt see you suggest anything controversial.

For example, below sounds interesting and within the context of 2024. The various Humanoids do appear to have more contact with each other within 2024, including extraplanar Humanoids. That enclaves of a particular species would form, as well as multispecies cosmopolitan communities, seems likely enough.

2024 is less interested in imperialism/colonialism. But territorial disputes between various communities is typical in any edition of D&D

For planar stuff, I'm thinking permanent gates and colonies on other planes, particularly the Feywild and the Shadowfell. Encroachment on the native populations there would cause friction and conflict, and different nations would handle those relations differently.
 

Unless I missed a post, I didnt see you suggest anything controversial.

For example, below sounds interesting and within the context of 2024. The various Humanoids do appear to have more contact with each other within 2024, including extraplanar Humanoids. That enclaves of a particular species would form, as well as multispecies cosmopolitan communities, seems likely enough.

2024 is less interested in imperialism/colonialism. But territorial disputes between various communities is typical in any edition of D&D
Did anyone say, "make a D&D setting for 5e taking special care to follow all modern sensibilities and concerns?". I don't recall seeing that anywhere, nor do I see anything about publishing for profit, which is the only situation in which said concerns would make a material difference.
 

I don't agree. The rules are the rules, and to me that's what characterizes an edition more than anything else, not what adventures are included with it. Many editions of the game feature published adventures not particularly well-suited to its rules.
We are not talking about adventures, we are talking about a setting that embraces the full expanse of an edition of D&D. I again point you to Eberron and how it broadly reaches toward every subgenre appropriate to 3.5.
 

Did anyone say, "make a D&D setting for 5e taking special care to follow all modern sensibilities and concerns?".
Well, yes. Taking into account the modern sensibilities and concerns means the "fundamentally 5e" setting. This comprehensive setting incorporates the assumptions and options of the 2024 core rules.

(Differently, a more specialized custom setting would only use the parts of core that were relevant, and would even add new rules where necessary.)


I don't recall seeing that anywhere, nor do I see anything about publishing for profit, which is the only situation in which said concerns would make a material difference.
The profitability would be part of being appealing for DMs and players who use the 5e 2024 rules.


All that said, I dont remember reading any of your posts that would be especially conflictive with the 2024 setting assumptions.
 

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