D&D General What is your favorite D&D cosmology?

Which is your favorite D&D cosmology?

  • The Great Wheel - the classic

    Votes: 15 9.2%
  • The Great Wheel v2.0 - Planescape version

    Votes: 44 27.0%
  • FR's World Tree

    Votes: 2 1.2%
  • 4E's World Axis

    Votes: 53 32.5%
  • Mystara cosmology

    Votes: 4 2.5%
  • Eberron cosmology

    Votes: 15 9.2%
  • Dark Sun cosmology

    Votes: 2 1.2%
  • Spelljammer's Wildspace

    Votes: 2 1.2%
  • All or most of them are great in different ways - I can't choose!

    Votes: 11 6.7%
  • Other (explain)

    Votes: 15 9.2%

Micah Sweet

Level Up & OSR Enthusiast
Again, how is the World Axis being built for adventure any more or less mythical or legendary than the Great Wheel built for alignment?

If I build a house where none of the bathrooms have doors and you need an axe to use the WC, that doesn't make it Mt Olympus.
Because themes of good and evil, and where you go when you die, are actually mythological questions pondered by everyone, not just a tiny handful of adventurers. Thus, the cosmology includes everyone.
 

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Voadam

Legend
The difference is that the Great Wheel is a mostly-closed cosmology. There are exactly 17 outer planes and they are defined by alignments. Since alignments are a bad idea and should not be part of anything at all, I don't like that. The World Axis, on the other hand, says "Here's the Astral Sea, and within that you'll find all sorts of planes. Some, but not all, are homes to gods. Some have weird cosmic phenomena. Some look much like the world you're from, others look entirely different." That leaves a lot more room for fun stuff.

I mean, just look at all the weird dimensions that have popped up in various Marvel comics over the years. That's what I want in a cosmology, not mindless box-checking.
Its funny the 1e Great Wheel always felt very cosmic Marvel Comics to me.

1641310502199.png


While the World Axis feels very D&D Norse Nine Worlds

1641310399315.png
 
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JasonZZ

Explorer
Supporter
Githyankis are here again, oh lord
Severed my silver cord, was a year or more
I hope I can hold on a little longer
Ether cyclone been blowin' for days
The sword was made of silver, the world made of gray
I've been runnin' for days without rest

The great wheel in the PHB keeps on turnin'
I don't know what plane I'll be in tomorrow
Great wheel in the back of the PHB keeps on turnin'

I've been trying to make it home
Hope I make it before too long
I can't take this very much longer
Thought Leo's tiny hut would keep me from the rain
Now trapped in the ethereal, never gonna make it home again
No light, no dark, no sun is risin'
Here I'm stuck, here I'll stay

Oh the great wheel in the PHB keeps on turnin'
I don't know what plane I'll be in tomorrow
Ooo the great wheel in the back of the PHB keeps on turnin' ....
That took me longer than it really should have. Well played, though.
 


Aldarc

Legend
While simultaneously changing the world from a place that could be extrapolated from myth and legend (categorized by mortal minds) into an amusement park where the only people in the universe who matter are the 3-6 characters being played by folks at your table.
...for post hoc artificial and gamist reasons.

Its funny the 1e Great Wheel always felt very cosmic Marvel Comics to me.

While the World Axis feels very D&D Norse Nine Worlds
This is a fundamental difference to me. The World Axis feels mythic and organic. It feels like it actually taps into the historical human mythos and its stories. The Great Wheel feels more like an artificial construct that exists for the sake of its gamist conceits: i.e., alignment. IMHO, there's no real mystery and wonder with the Great Wheel.
 


Micah Sweet

Level Up & OSR Enthusiast
...for post hoc artificial and gamist reasons.


This is a fundamental difference to me. The World Axis feels mythic and organic. It feels like it actually taps into the historical human mythos and its stories. The Great Wheel feels more like an artificial construct that exists for the sake of its gamist conceits: i.e., alignment. IMHO, there's no real mystery and wonder with the Great Wheel.
Whereas I feel the exact opposite, across the board. So I guess there's value in both cosmoligies.
 


SkidAce

Legend
Supporter
You honestly feel that the Great Wheel taps into the historical human mythos and its stories more than the World Axis?
Well I like both versions....but to answer your question;

The Great Wheel certainly INCLUDES all those historical human mythos. But basically, unless playing Planescape itself, very very few beings "know" the layout of the wheel, so each world or Pantheon tells its own "mythic" story.
 

Micah Sweet

Level Up & OSR Enthusiast
You honestly feel that the Great Wheel taps into the historical human mythos and its stories more than the World Axis?
Yup. In large part due to it using actual myths and stories from RL. Also, unlike some posters, I like afterlives in my cosmology, and i can absolutely see D&D scholars finding a place for everyone's heaven and hell in a grand unifying theory. It feels a lot more real to me than the World Axis, which exists solely for the entertainment of game players and makes no bones about it.
 

Aldarc

Legend
Yup. In large part due to it using actual myths and stories from RL.
The Great Wheel uses myths and stories from RL with the same regard for the source material as Marvel or DC does: i.e., with little regard. The World Axis, IMHO, taps into the spirit, themes, and motifs of these human myths and stories in a way that clearly harkens to these stories (i.e., Chaoskampf).

It feels a lot more real to me than the World Axis, which exists solely for the entertainment of game players and makes no bones about it.
The Great Wheel is constructed around alignment. I dare you to name something more artificial and gamist than that. Go ahead, Micah. Adventuring in the cosmos isn't gamist. Alignment categorically is, and the Great Wheel made no bones about how it was filling-in the boxes for the sake of filling-in-the-boxes. It's difficult for me to see how anyone could argue otherwise once one removes their rose-tinted nostalgia goggles.
 

squibbles

Adventurer
There's so much food for thought in this thread. Really excellent discussion.

Most D&D worlds are over 99.99% places where literally nothing happens (more than a few dozen miles above or below the surface). This does not seem to result in anyone arguing that D&D should universally switch from planets-in-space to "Flat Earth" world designs.
You know, I always used to think the inner planes were silly and pointless. Why bother inventing a place for a game where, if players go to it, they instantly die or, if not, have nothing to do. But you blew my mind with this comment; I would never look askance at a setting where travel to the moon meant instant death. So, I guess, if there are a handful of interesting places set in, say, the plane of fire--that are enriched by being set there--then the existence of those planes is justified well enough.

Its funny the 1e Great Wheel always felt very cosmic Marvel Comics to me.

View attachment 149351

While the World Axis feels very D&D Norse Nine Worlds

View attachment 149350
Ya, great observation. That looks super clear now you've pointed it out.

Because themes of good and evil, and where you go when you die, are actually mythological questions pondered by everyone, not just a tiny handful of adventurers. Thus, the cosmology includes everyone.
Cosmologies are better when they don't include afterlives.
This is a really interesting consideration. I think both approaches can work well. But for the afterlife to be made a gameable space, the non-afterlife parts of the setting really need to be set up with themes that make the afterlife feel important somehow.

A bunch of dimensions you can go to where "oh hey, my dead uncle jim lives here now" seem badly ill considered to me. Death and dimensional teleporting need work drastically differently--or, if they don't, have their implications be very deliberately followed a to logical conclusion.
 


The Great Wheel and the World Axis do not strike me as that far apart.
Which Great Wheel. Because the 5e Great Wheel is not the Classic Great Wheel; the 5e Great Wheel is at its core the World Axis with a weird Astral Sea. If you look at the 5e Great Wheel you find that at the heart of it is the Feywild and the Shadowfell bordering on the Material Plane, and there's the Elemental Chaos surrounding that, and the Upper and Lower Planes surrounding the Elemental Chaos.
1641322909458.png

If we look at the World Axis we find it's more organic and more of a mess, but everything is there. The Upper and Lower planes are all part of the Astral Sea - and if you were to force a structure on it you could put it in the shape of the Great Wheel. Just about the only thing you don't find in the World Axis that you do in the modern Great Wheel is the Ethereal Plane.
1641323551837.png


The original Great Wheel was this accountant's design (you can tell really old versions because the LN plane is Nirvana not Mechanus; I think this illustration comes from the AD&D 1e DMG). It's symmetric and centered around cosmology. It looks as if there was an Overgod in control of it who would throw the Gods out of heaven if they didn't uphold this structure and uphold this artificial balance. (For those not aware this was the inciting incident of the Avatar Trilogy written to explain the changes between the Forgotten Realms of AD&D 1e and AD&D 2e). There was, of course, an intermediate set of planes (which is why the wheel is a square). The elemental planes and the planes like the "Positive Material plane" (a.k.a. the Positive Energy Plane) are sometimes noted as very rarely having inhabitants.
1641324744194.png


The current 5e version of the Great Wheel is my favorite so far, followed by the Planescape Wheel. The 5e Wheel feels like a true evolution of DnD cosmology that combines what people enjoyed about the 2e and 4e cosmologies.

It's worth noting that these cosmology structures are all conceptual structures theorized by in-game scholars rather than physical maps of the multiverse, so they all have simultaneous validity to some extent.
Where does it say that? As mentioned the Forgotten Realms cosmology at least used to be presented as objectively true and enforced. But then the Realms developed the World Tree... Honestly the World Axis reminds me of a map made by mortals for mortals in the old school style with the fantasy equivalent of "Here be Dragons" marked on it. And of course it focuses on adventurable areas. I don't understand what peoples' problem is with a map made for mortals focusing on the parts that are useful to mortals.

Meanwhile the TSR Era Great Wheel, which @Micah Sweet claims is mythology interpreted by mortal scholars is far too defined for that. It slots everything into an equal 16 point wheel or the inner hub. Mythology is messy. The "Everything necessarily fits this order" (as opposed to an Aarne-Thompson or Dewey Decimal approach of "We need some ordering to find anything in this mess and this order is very much imperfect but it is at least an order") isn't the work of good scholars or good mythologists. It's the approach of tin foil hat wearing cranks in which there can be no accident or coincidence and in which there is nothing that doesn't fit the pre-ordained pattern that the crank brought with them to the show.
 

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SkidAce

Legend
Supporter
...You know, I always used to think the inner planes were silly and pointless. Why bother inventing a place for a game where, if players go to it, they instantly die or, if not, have nothing to do. But you blew my mind with this comment; I would never look askance at a setting where travel to the moon meant instant death. So, I guess, if there are a handful of interesting places set in, say, the plane of fire--that are enriched by being set there--then the existence of those planes is justified well enough...
Quoted for Truth. Good words.
 

Where does it say that? As mentioned the Forgotten Realms cosmology at least used to be presented as objectively true and enforced. But then the Realms developed the World Tree... Honestly the World Axis reminds me of a map made by mortals for mortals in the old school style with the fantasy equivalent of "Here be Dragons" marked on it. And of course it focuses on adventurable areas. I don't understand what peoples' problem is with a map made for mortals focusing on the parts that are useful to mortals.

Bottom of page 43, top of page 44 Dungeon Masters Guide, 5th edition:

"Sages have constructed a few such theoretical models to make sense of the jumble of planes, particularly the Outer Planes. The three most common are the Great Wheel, the World Tree, and the World Axis, but you can create and adapt whatever model works best for the planes you want to use in your game."
 

Micah Sweet

Level Up & OSR Enthusiast
The Great Wheel uses myths and stories from RL with the same regard for the source material as Marvel or DC does: i.e., with little regard. The World Axis, IMHO, taps into the spirit, themes, and motifs of these human myths and stories in a way that clearly harkens to these stories (i.e., Chaoskampf).


The Great Wheel is constructed around alignment. I dare you to name something more artificial and gamist than that. Go ahead, Micah. Adventuring in the cosmos isn't gamist. Alignment categorically is, and the Great Wheel made no bones about how it was filling-in the boxes for the sake of filling-in-the-boxes. It's difficult for me to see how anyone could argue otherwise once one removes their rose-tinted nostalgia goggles.
As I said, since I'm not the only person who likes the Great Wheel, clearly there is value to both cosmoligies, and we each have a preference. We're not going to change any minds here, so let's leave it at that.
 

Micah Sweet

Level Up & OSR Enthusiast
Which Great Wheel. Because the 5e Great Wheel is not the Classic Great Wheel; the 5e Great Wheel is at its core the World Axis with a weird Astral Sea. If you look at the 5e Great Wheel you find that at the heart of it is the Feywild and the Shadowfell bordering on the Material Plane, and there's the Elemental Chaos surrounding that, and the Upper and Lower Planes surrounding the Elemental Chaos.
View attachment 149379
If we look at the World Axis we find it's more organic and more of a mess, but everything is there. The Upper and Lower planes are all part of the Astral Sea - and if you were to force a structure on it you could put it in the shape of the Great Wheel. Just about the only thing you don't find in the World Axis that you do in the modern Great Wheel is the Ethereal Plane.
View attachment 149381

The original Great Wheel was this accountant's design (you can tell really old versions because the LN plane is Nirvana not Mechanus; I think this illustration comes from the AD&D 1e DMG). It's symmetric and centered around cosmology. It looks as if there was an Overgod in control of it who would throw the Gods out of heaven if they didn't uphold this structure and uphold this artificial balance. (For those not aware this was the inciting incident of the Avatar Trilogy written to explain the changes between the Forgotten Realms of AD&D 1e and AD&D 2e). There was, of course, an intermediate set of planes (which is why the wheel is a square). The elemental planes and the planes like the "Positive Material plane" (a.k.a. the Positive Energy Plane) are sometimes noted as very rarely having inhabitants.
View attachment 149382


Where does it say that? As mentioned the Forgotten Realms cosmology at least used to be presented as objectively true and enforced. But then the Realms developed the World Tree... Honestly the World Axis reminds me of a map made by mortals for mortals in the old school style with the fantasy equivalent of "Here be Dragons" marked on it. And of course it focuses on adventurable areas. I don't understand what peoples' problem is with a map made for mortals focusing on the parts that are useful to mortals.

Meanwhile the TSR Era Great Wheel, which @Micah Sweet claims is mythology interpreted by mortal scholars is far too defined for that. It slots everything into an equal 16 point wheel or the inner hub. Mythology is messy. The "Everything necessarily fits this order" (as opposed to an Aarne-Thompson or Dewey Decimal approach of "We need some ordering to find anything in this mess and this order is very much imperfect but it is at least an order") isn't the work of good scholars or good mythologists. It's the approach of tin foil hat wearing cranks in which there can be no accident or coincidence and in which there is nothing that doesn't fit the pre-ordained pattern that the crank brought with them to the show.
Well, I'm glad that 4e's World Axis finally came along to show us how the previous 30 years of cosmology was garbage then. I dont recall any hew and cry about how terrible the Great Wheel was, and in fact a pretty cool and well-regarding campaign setting was based on it. I respect the World Axis, and appreciate the addition of the Feywild and the Shadowfell (although I don't really like either of those names), but I prefer the Wheel.
 

teitan

Legend
4e and it’s default pantheon are the best. I don’t really see much difference between 1e and 2e cosmology though and Planescape itself can work with any version.
 

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