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WotC: 5 D&D Settings In Development?
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<blockquote data-quote="Faolyn" data-source="post: 8307273" data-attributes="member: 6915329"><p>Yeah, I know. But the cosmology is laid out differently, from what I gather.</p><p></p><p></p><p>But that even further erodes the coolness of space and the differences of things you find in space versus the things you find in the planes. At that point, you might as well just go a step further and remove the Outer and Inner Planes entirely and put them all on the far reaches of the Material Plane. </p><p></p><p>Which, in and of itself, is a decent enough idea for a setting. The gods aren't some distant dream; they live right over <em>there, </em>on that mountain top or in that grove. But that is neither Planescape nor Spelljammer.</p><p></p><p>OK, an example:</p><p></p><p>I've had an idea--haven't done anything with it yet--to make Spelljammer a bit more space opera-y/Trekkie in nature by taking a bunch of Planescape stuff and sticking it in there. First, get rid of <em>all </em>the planes, except for the Shadowfell and Feywild. If the gods exist, they do so somewhere in those planes. Although there <em>are </em>some beings of godlike power floating around. Whatever; clerics get spells. All inhabited worlds only have a tiny handful of sentient species (like, 1d4). Fiends and celestials are rare Precursor races, not beings of pure good and evil created out of dead souls. Celestials do try to impose their goodness on the universe, but some have a warped idea of what goodness is. Fiends are evil, but a much more identifiable and realistic evil. They don't care about souls and cults; they want slave labor (both living and undead) and biomagically-created pets and tools for their conquered worlds, which are mostly destroyed due to their greed and negligence and are held together by magical equivalent of duct tape. Like, if you saw the Abram's Trek movies, there's a shot of Kronos' moon where it's shattered, presumably from wars. Like that. Modrons are biomechanical robots building a series of clockwork worlds throughout the universe. Clockwork horrors are a rogue offshoot of modrons. Both are borglike to one degree or another. Slaadi are just weird and have a disturbing breeding requirement. Elementals are creatures native to suns, water worlds, airless worlds and asteroids, and gas giants.</p><p></p><p>Each planet and other large body has their own Feywild and Shadowfell; some have them perfectly balanced, some have almost all one of one and almost none of the other, and some have some other combination. That percentage dictates how strong the presence of fey and undead are in any given area. Some ships might even have a connection to their homeworld's Feywild or Shadowfell. Actual high-powered fey can travel from one world's Feywild to another; same with certain undead or other powerful umbral beings from the Shadowfell.</p><p></p><p>Sigil is a (small) planet-sized city, like Coruscant. It has, like, all the spaceports. And factions. Gate-towns are effectively embassy-towns of various species, maybe on moonlets that orbit Sigil.</p><p></p><p>The way I feel is, some people (hopefully besides myself) might think this is an interesting idea worth having as a setting. But if this were proposed as <em>the</em> actual and official combination of Planescape and Spelljammer, there'd be a riot, and rightfully so.</p><p></p><p>While I know that Spelljammer needs a lot of work, I think the sparseness of material in the original books and boxes just means that more can be done to make it interesting if it were revamped--not that it needs to be combined with Planescape. Adding ships to the Astral would be a good way to make that individual plane more interesting (even though it has legitimate <em>god-corpses </em>already), but having it as a <em>substitute </em>for Spelljammer is just... no.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8307273, member: 6915329"] Yeah, I know. But the cosmology is laid out differently, from what I gather. But that even further erodes the coolness of space and the differences of things you find in space versus the things you find in the planes. At that point, you might as well just go a step further and remove the Outer and Inner Planes entirely and put them all on the far reaches of the Material Plane. Which, in and of itself, is a decent enough idea for a setting. The gods aren't some distant dream; they live right over [I]there, [/I]on that mountain top or in that grove. But that is neither Planescape nor Spelljammer. OK, an example: I've had an idea--haven't done anything with it yet--to make Spelljammer a bit more space opera-y/Trekkie in nature by taking a bunch of Planescape stuff and sticking it in there. First, get rid of [I]all [/I]the planes, except for the Shadowfell and Feywild. If the gods exist, they do so somewhere in those planes. Although there [I]are [/I]some beings of godlike power floating around. Whatever; clerics get spells. All inhabited worlds only have a tiny handful of sentient species (like, 1d4). Fiends and celestials are rare Precursor races, not beings of pure good and evil created out of dead souls. Celestials do try to impose their goodness on the universe, but some have a warped idea of what goodness is. Fiends are evil, but a much more identifiable and realistic evil. They don't care about souls and cults; they want slave labor (both living and undead) and biomagically-created pets and tools for their conquered worlds, which are mostly destroyed due to their greed and negligence and are held together by magical equivalent of duct tape. Like, if you saw the Abram's Trek movies, there's a shot of Kronos' moon where it's shattered, presumably from wars. Like that. Modrons are biomechanical robots building a series of clockwork worlds throughout the universe. Clockwork horrors are a rogue offshoot of modrons. Both are borglike to one degree or another. Slaadi are just weird and have a disturbing breeding requirement. Elementals are creatures native to suns, water worlds, airless worlds and asteroids, and gas giants. Each planet and other large body has their own Feywild and Shadowfell; some have them perfectly balanced, some have almost all one of one and almost none of the other, and some have some other combination. That percentage dictates how strong the presence of fey and undead are in any given area. Some ships might even have a connection to their homeworld's Feywild or Shadowfell. Actual high-powered fey can travel from one world's Feywild to another; same with certain undead or other powerful umbral beings from the Shadowfell. Sigil is a (small) planet-sized city, like Coruscant. It has, like, all the spaceports. And factions. Gate-towns are effectively embassy-towns of various species, maybe on moonlets that orbit Sigil. The way I feel is, some people (hopefully besides myself) might think this is an interesting idea worth having as a setting. But if this were proposed as [I]the[/I] actual and official combination of Planescape and Spelljammer, there'd be a riot, and rightfully so. While I know that Spelljammer needs a lot of work, I think the sparseness of material in the original books and boxes just means that more can be done to make it interesting if it were revamped--not that it needs to be combined with Planescape. Adding ships to the Astral would be a good way to make that individual plane more interesting (even though it has legitimate [I]god-corpses [/I]already), but having it as a [I]substitute [/I]for Spelljammer is just... no. [/QUOTE]
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