DMZ2112
Chaotic Looseleaf
My first post!
I like the idea of a unified prime material planes/core setting. I am not sure I like what you propose though.
Just my two coopers.
Cheers!
Welcome to ENWorld, Lily.
My first post!
I like the idea of a unified prime material planes/core setting. I am not sure I like what you propose though.
Just my two coopers.
Cheers!
Sorry, my comparing it to Spelljammer was a joke. I apologize if it didn't come across well.No I don't-
That isn't-
::deep, even breaths::
Did either of you even read the post?
How about giving me some reasons /why/ this concept is limiting in the way you state rather than just telling me you won't use it? The latter teaches me nothing.
I have to agree that it's a poor idea. It overly defines what Ravenloft is and isn't, and the Demiplane of Dream just doesn't encompass the same thematic ground as the Plane of Shadow. I don't think the idea would cross anyone's mind as appropriate IMO except for the fact that 4e shoehorned parts of Ravenloft into the Shadowfell (wasn't a good idea then, remains a poor idea now).
If they inexplicably keep this idea in mind and run with it in 5e, I'll feel bad for Ravenloft fans.
Sorry, my comparing it to Spelljammer was a joke. I apologize if it didn't come across well.
It just reminded me, not unfondly, of the way Spelljammer agressively tried to bring the major worlds of D&D into one setting. Where Planescape could nominally touch anywhere and the mists of Ravenloft knew no borders, Spelljammer had entire supplements about how it related to the major worlds.
I wouldn't call it "limiting", in the sense that the GM can always do something else. But, it make the job harder...
1) Once it is ensconced as the standard, later supplements will assume it. That increases the difficulty of removing it from your game.
2) Once it is ensconced as the standard, players will come to assume it. That increases the difficulty of getting players to agree to games that don't have those elements.
I'll be honest, I read the first post and a few following, and the last post and a few previous.This proposal, however, was more about these worlds as thematic engines for the greater setting, much like alignment or the class system are intrinsic parts of D&D. Not that PCs would be unable to travel there, but doing so would be more like visiting the Abyss or Mount Celestia than like crossing the border from Veluna to Furyondy, which more accurately reflects (in my opinion) the design goal of Spelljammer.
What if the core setting of Dungeons & Dragons was ALL the settings of Dungeons & Dragons?
One of the more interesting announcements Mike Mearls has made about the cosmology of D&D5 is that the Shadowfell is being replaced wholesale by Ravenloft.
Now, Ravenloft has always been an extraplanar setting, although that fact has little to do with campaigns set there. But what if that same idea were applied to, say, Abeir-Toril? What if the Forgotten Realms were not just another prime material world, but were a part of the D&D5 cosmology, with a purpose, embodying a core aspect of the D&D universe?
What if /all/ the official D&D settings, instead of simply being slightly different elf-infested rocks in space with little to no relation to one another, were cardinal points in the greater D&D cosmology, in the same way as the Great Wheel or Elemental Chaos?
What if Abeir-Toril’s Spellweave is the original form of magic, that has now spread out to other worlds? What if Krynn is actually the homeworld of all dragonkind? What if Oerth, home of the original Underdark, is the source of whatever dark impetus fills the worlds of D&D with dungeons, and Mystara engenders that fatal curiosity in their inhabitants that brings adventurers to explore those depths?
What if all conflict in D&D is a reflection of the harsh conditions on Athas, or every technological advancement on a D&D world is subtly inspired by the mere existence of Eberron, or every epic saga ever told is echoed by the world-shaking events on Aebrynis?
What if each of our homebrew worlds exists on a sort of seven-axis coordinate grid, that defines its essence by its metaphysical proximity to these cardinal worlds? I find this train of thought compelling.
And I don't get it. Is Greyhawk supposed to be the "thematic engine" for dungeons? What exactly does that mean? Is a Forgotten Realms dungeon going to be more "Greyhawkian"?
I can see a position where it would push each setting to stronger identify its defining trait or traits to differentiate from other settings, but I'm not wholly sure how that would manifest at the table.
WotC would go the way of TSR?
...
That actually sounds like a pretty cool idea for a campaign. You should run it.
But I don't want the "D&D cosmology" defined to that extent.
What does having that coordinate grid gain me? How does it make it easier for me to create my campaign world, to populate it with monsters and civilisations, and to create adventures?
Eberronian [Eberrant?]