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 The Planes... help?

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T O P I C    R E V I E W
SirUrza Posted - 17 Nov 2013 : 23:44:26
One of the subjects I've always avoided as GM was traveling amongst the planes. Not that I didn't like it or want it, just when I started playing it wasn't a topic and I seem to remember people talking badly about the planes changing with later editions. The few times the planes have mattered, I just went along with things, my own ignorance being that of the character as well.

That said, I'm thinking about bringing my campaign into the planes. Soooo, rules aside, the planes of D&D 1-4 (and Pathfinder when applicable) I'd like to know which versions of the planes do people think is best to model to use? Am I correct in thinking that 3rd Edition broke the planes of past? Basically I'd like a very thorough breakdown on the different editions and what a majority views as best.

Which books from which edition to look at would be most helpful.

Posting this on multiple forums for multiple opinions, feel free to contribute to any.
10   L A T E S T    R E P L I E S    (Newest First)
The Madmage Posted - 29 Nov 2013 : 15:19:50
I always saw the 3E "Great Tree" to just be a Toril-centric world view of the Multiverse. Sages on Toril beliving themselves to be the centre of it all, built that representation through the various planes that had been catalogued by various explorers. While the "great wheel" was the more accurate representation known to the planar beings who had way more experience than prime material beings.
Ayrik Posted - 18 Nov 2013 : 22:28:54
Gygaxian Great Wheel is a nicely “symmetrical“ model for the planes, and AD&D 1E/2E planar lore (especially the old Manual of the Planes and Planescape lore) provide a rich tapestry of weird “alien“ settings suitable for lifetimes of adventure.

That said, the 3E Astral Sea models are also quite good, and perhaps more readily compatible with 3rd-party (and Pathfinder) stuff. The 4E approach greatly simplified the D&D cosmos and is largely incompatible with previous models. DMs are also always encouraged to invent/adapt more limited models, such as the (Yggdrasil) World Tree, Mount Olympus, and endless Celtic rivers. It‘s also possible to present planar locations and beings modelled after modern religions, although D&D has always carefully avoided doing so.

My advice is to look first to the deities and powers available in your campaign. Perhaps the pantheon resides on only one or a few particular planes, perhaps they‘re scattered over many planes. If beings like fiends and celestials appear in your world then they must obviously originate from distinct planes.

Remember that the more emphasis you place on adventuring in the planes, the less focus will be upon your “local“ Prime Material campaign world. It might be a good guideline to remember that most planar travellers from Primes must achieve a fair level of power before they can access new worlds, and they would be wise to expect suitable challenges when they leave home. Many adventurers who venture to the planes are never seen again - some of these might continue their adventures onto farther horizons, but many become irrevocably lost, perish to planar hazards, or fall foul of powerful planar natives.

Another alternative is (2E) Spelljammer lore, the focus of which is less about exotic corners of the universe and more about just travelling from world to world.
SirUrza Posted - 18 Nov 2013 : 18:57:16
By the sounds of it, I should be good if I get a copy of the original Manual of the Planes. I'll have to cross my fingers and see if my local gaming store has it, not liking the prices on ebay.

I already have The Great Beyond (pathfinder,) so that'll help me with modern game crunch.

Gary Dallison Posted - 18 Nov 2013 : 16:11:21
Great Wheel all the way, if only because it cuts down on the number of planes you need to know about.

In 3e it seemed that every god had his or her own plane which was bizarre to me.

I prefer that each plane can have multiple gods with their own realms residing on that plane (the size and rules of the realm varying with the gods power). In much the same way that a planet can have multiple continents with different countries within it.

Most of the changes i have made to the planes for my own versions actually revolve around the history of the planes.

The only change from 3e that i think i used was making the demiplane of shadow a plane in its own right. And since its my world i play in it will be and has always been its own plane so doesnt need any explaining.

If it aint broke dont fix it, and the great wheel definitely wasnt broken.
hashimashadoo Posted - 18 Nov 2013 : 05:26:11
2e model, 3e/Pathfinder mechanics.
Wooly Rupert Posted - 18 Nov 2013 : 04:44:02
I'm a fan of the Great Wheel, myself, from 1E and 2E. I've also got all of the Planescape stuff, though I've not read half of it, yet...
SirUrza Posted - 18 Nov 2013 : 01:58:51
quote:
Originally posted by The Arcanamach

2e had the Planescape product line (VERY good stuff for he most part). The model was the same for 1e/2e with some new tweaks thrown in for 2e. The original Planescape boxed set should give you all you need. Apart from that, you could still use the 1e material and just update/tweak it as needed.


Ahh that would explain a lot.
The Arcanamach Posted - 18 Nov 2013 : 00:39:01
2e had the Planescape product line (VERY good stuff for he most part). The model was the same for 1e/2e with some new tweaks thrown in for 2e. The original Planescape boxed set should give you all you need. Apart from that, you could still use the 1e material and just update/tweak it as needed.
SirUrza Posted - 18 Nov 2013 : 00:26:50
quote:
Originally posted by The Arcanamach

I (generally) prefer the 2e model of the planes but I did my own tweaks over the years to fit my homebrew ideas. As to 3e 'breaking' the planes I would lean toward agreement with this (I didn't like the change in cosmology and just stuck with the original model).


Which book did second edition use? I've only ever seen one AD&D manual of the planes.

http://en.wikipedia.org/wiki/Manual_of_the_Planes
The Arcanamach Posted - 18 Nov 2013 : 00:20:57
I (generally) prefer the 2e model of the planes but I did my own tweaks over the years to fit my homebrew ideas. As to 3e 'breaking' the planes I would lean toward agreement with this (I didn't like the change in cosmology and just stuck with the original model).

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