grading the planes: 4e cosmology

Monday, February 13th, 2012
This entry is part 2 of 4 in the series planes

Planes of existence are just as good as the adventure opportunities they offer. I’ve always found planar travel pretty boring, but some of the new 4e planes have something to offer. Since the 5e devs are talking about returning to the Great Wheel cosmology, this would be a good time to take a look at the Feywild, Shadowfell, Elemental Chaos, Astral Sea, and Outer Realms.

Feywild: When you travel in the world of faerie, you should meet truly odd NPCs and encounter fairy-tale magical thinking where everything comes in threes. And you can use this awesome world map! The only problem is that it seems like it requires a superhuman DM to maintain the level of wonder that the Feywild promises. Grade: B+

shadowfell: If you have an idea for a spooky horror one-shot, might as well put it in a realm in the Shadowfell. That way the PCs can’t just leave if they get too spooked, and you can introduce implausible elements like the Land of Eternal Night and the Country of Graveyards that just don’t fit on your world map. I think the Shadowfell’s main city of Gloomwrought is insufficiently spooky, but that can be ignored. Grade: A

Elemental Chaos: 4e mixed all the planes together, so in the Elemental Chaos you might adventure on a burning iceberg or climb a lightning volcano. It’s 4x as exciting as the elemental planes of older editions, and it’s STILL too boring to use. It inspires in me ideas for interesting tactical encounters but no adventure hooks to go with them. The bottom of the plane is crawling with demons, so I guess that’s something. Grade: C

Astral Sea: The realms of the gods are islands floating on a silver sea. In theory, this is a really exciting setting. In fact, I doubt my ability to convey the wonder and awe of the lands of the gods. The gods and their realms are things you should be able to glimpse, and carry that sacred memory to your grave, but in 4e you can move to Hestavar, the Bright City, and become a greengrocer. If describing the realms of the gods sounds too ambitious for you, you can always have nautical adventures fighting Githyanki pirates on the astral seas. This would be better if I didn’t find Githyanki so boring. Grade: C

Outer Realms: People don’t go to the outer realms: they’re from there. They’re fun as a source of weird otherness and horrific threats. They’re a bit of an exception to my rule: even though there aren’t a lot of obvious great adventuring possibilities on the plane itself, it’s still nice to have it around: the threats from the plane can spark adventures. That’s kind of a cop out, so I’ll give the Outer Realms a B-.

Overall Grade of 4e Planes: B

Bonus rating: The natural world. It boasts a huge variety of settings, from tundra to desert to urban pubcrawl to dungeon; there are lots of NPCs; and you can throw in silver seas and lightning volcanoes if you want. Grade: A+.

And that’s always been my problem with the planes of existence. A world of magic is such a compelling fantasy that it never seems attractive to visit another, less varied world of magic.

Next time: I’ll grade the planes of the Great Wheel cosmology of earlier editions!

Grading the planes: the Great Wheel

Monday, February 20th, 2012
This entry is part 1 of 4 in the series planes

My rubric for judging the D&D planes of existence is “If you wandered into it by accident, could you have a good adventure there?” Since the 5e developers say they’re planning to return to the Great Wheel cosmology, let’s see how rich each Great Wheel plane is for adventuring possibilities.

As a 3e player, I never adventured in the planes, so I’ll supplement my memory with the descriptions in the 3.5 Dungeon Master’s Guide.

Ethereal Plane: A “collection of swirling mists and colorful fogs” through which you can see the Material Plane as through a window on the girl’s locker room. It’s primarily used to skip over walls in the dungeon, until the DM rules that every dungeon is in a no-ethereal-travel zone.

The Ethereal Plane is “mostly empty of structures and impediments.” The example location is “Misty Cemetery” and is identical to any misty cemetery. Boy, I can’t figure out why the 4e designers got rid of this. Grade: D

Plane of Shadow: “Landmarks from the Material Plane are recognizable in the Plane of Shadow, but they are twisted, warped things.” Like a Tim Burton movie! There are a lot of possibilities for horror adventures: it can contain the weird and unexplained, and terrifying versions of familiar places and people. here The 4e designers call this plane the Shadowfell, but it’s otherwise identical. Grade: A

The Astral Plane: Unlike the 4e Astral Sea, which is vivid with imagery of silver seas and floating islands, the Astral Plane is “a great, endless sphere of clear silvery sky”. So, a lot like the Plane of Air. Great. Can’t have too many featureless planes.

I guess you can have fun on a featureless plane, but if you do, it’s fun you brought with you.

The DMG’s example site for the Astral Plane is called, I kid you not, “Silver Sky”. So that’s what this plane has going on.

The only thing that saves the Astral Plane from an F is its interesting history featuring the Kabbalah and Madame Blatavsky. Grade: F+

Plane of Air: “The Plane of Air is an empty plane, consisting of sky above and sky below.” I guess you go here if you want to have a lot of encounters with birds. Grade: D

Plane of Earth: “An unwary and unprepared traveler may find himself entombed within this vast solidity of material and have his life crushed into nothingness.” Lots of adventures to be had here! All of the sample encounters are with earth elementals and xorn.

You know, this and the Plane of Air are really pointing up the fact that elements on their own are boring. They’re like eating only one color of m&m, but worse, because when you eat m&m,s you are rarely entombed within their vast solidity and crushed into nothingness. Grade: F

Plane of Fire: This is the elemental plane with the best visuals. However, I can’t see how you can adventure here. Even if you have fire resistance, there’s nothing to do but kill efreet, fire elementals, and salamanders.

The sample location is the City of Brass, which has definite possibilities. The Grand Sultan of All the Efreet rules from the Charcoal Throne! “It is said that within the great palace are wonders beyond belief and treasure beyond counting. But here also is found death for any uninvited guest who seeks to wrest even a single coin or bauble from the treasure rooms of the grand sultan.” Thus warned, shall ye enter? Grade: C

Plane of Water: The Plane of Water is at least traversible, unlike Earth and Fire, but I don’t see what benefit you get out of using it instead of the ocean. The ocean is already vast and deep and unknown, and a lot closer, and most players are still not interested in exploring it.

For maximum fun, I’d have a Plane of Water adventure include a mer-people kingdom beset by a navy of killer intelligent sharks, throw in a Cthulhu or two, and visit the ruined palace of a dead sea god wherein the players might be enslaved by emerald-eyed sirens. Then I’d take that adventure and put it back in the Material Plane ocean. Grade: D+

Quasi elemental planes: These come together at the borders of the elemental planes: like the border between the planes of Water and Earth is the Quasi-Elemental Plane of Mud. Gary Gygax came up with these for an early Dragon Magazine article, and I suspect he put about as much thought into it as I usually put into blog posts. No one has ever adventured in any of them. Grade: F

Negative Energy Plane: You die if you spend too long on the Negative Plane. There are no random encounters because it is “virtually devoid of life”. It seems to exist merely to provide an energy source for negative-energy spells. Grade: F

Positive Energy Plane: This plane “is akin to the Elemental Plane of Air with its wide-open nature.” Ooh, another featureless plane! But this one is different because you die if you spend time there. Like the Negative Energy Plane, it is “virtually devoid of creatures” and only exists to power spells.

The example location is the “Burst Cluster”, where there are occasional explosions. I guess that conveys a sense of place, as in “a place I want to leave.” Grade: F

The Outer Planes: From the Heroic Domains of Ysgard to the Windswept Depths of Pandemonium, the Outer Planes are the realms of the gods and demons, the homes of each alignment. There are 17 of them and they are too boring to tackle individually.

The good-aligned outer planes are generally pastoral and contain nice happy people who have no possible use for adventurers. Grade: D

The neutral-aligned planes are generally boring. The best of them is Limbo, which is mostly a featureless plane but has some areas that are irregular mixes of earth, water, fire, and air. In other words, the best part of Limbo is a lot like the 4e Elemental Chaos, which is among my least favorite 4e planes. My favorite thing about Limbo, though, is that it is an area of “wild magic” where you must make a saving throw or roll on a table for a random hilarious effect. If you must adventure here, this will spice it up. Grade: C

The evil-aligned planes are chock full of demons and devils. You have to have room for this in your cosmology, but the most interesting thing about them, to me, is that they inspired the epic picture “A Paladin In Hell”. Clearly, this paladin just went to hell so that he could kill an endless stream of devils until he was overwhelmed. That’s pretty badass, but that’s the only sort of adventure the evil planes suggest to me: a suicide mission, the object of which is to pile up demon corpses. That and trying to snipe Asmodeus for the XP. Grade: C

Sigil: The ultimate urban adventure location, Sigil connects to all the other planes, but why would you want to go to any of them? They’re all worse than Sigil. Sigil has interesting politics, people to fight, and badass goth NPCs like the Lady of Pain. With its distinct neighborhoods, its commerce, and its superiority to all other travel destinations, it’s a lot like a New Yorker’s idea of New York. Grade: A

Overall Grade of the Great Wheel Planes: D-

Obviously I don’t understand the fun that can be had with the Great Wheel. Someone tell me anecdotes about the great times they had doing planar adventures – besides Sigil, which I agree is awesome.

grading the planes: take your D&D players to Mars, Midway or Metamorphosis Alpha

Monday, February 27th, 2012
This entry is part 4 of 4 in the series planes

I don’t know if Gary Gygax’s players did a lot of planar adventures in the D&D Great Wheel (which I grade here), but I do know that they frequently traveled to other dimensions – in other words, alternate genres or game systems rather than parts of the Great Wheel cosmology – and some are mentioned in the OD&D and AD&D manuals and elsewhere.

Dave Arneson said, on a message board post, “Lost Worlds, parallel worlds, future worlds, mythical worlds, etc. All are a lot of fun. A good point made here is that the ‘new’ world must have many critters unique just to it. We had Ross Maker’s and Dave Wesely’s ‘Source Of The Nile World’ and MAR Barkers TEKUMEL world when we wanted to go there. It was a good change of pace and let me have someone else referee for a bit.”

How do these adventures in parallel dimensions stack up against the planes of the D&D cosmology?

BOOT HILL: Gary’s players sometimes jumped over to BOOT HILL, Gygax and Blume’s cowboy game, where they got to play with six-shooters. There’s lots of adventure tropes to be had in a western setting, so even though the idea of clerics at the OK Corral may not sound like D&D to you, it’s way more interesting than clerics at the Quasi-Elemental Plane of Mud.

The 1e DMG included rules for converting your characters over to the Boot Hill system. Gunfighters imported into AD&D only got 3d4 for Wisdom; a pistol does 1d8 damage. Grade: B

 

 

Metamorphosis Alpha: Gary and his players also journeyed to James M. Ward’s sci-fi game set on a space ship called the Starship Warden, which was apparently even more dangerous and chaotic than an old-school D&D dungeon. Check out the story here. Notice that the characters were teleported into the space ship, not to the uninhabited, hostile, and featureless void outside the space ship. That’s already better than half the Great Wheel planes.

If you want to try this yourself, James Ward is selling the first edition of Metamorphosis Alpha on lulu for 15 bucks. Grade: A

 

Mars: I love Edgar Rice Burroughs’ Mars books, and I’d love to play a D&D campaign there. The Mars books feature bizarre beasts, ruined cities, savage humanoid tribes, flying ships, and doomed points-of-light civilizations. Furthermore, the OD&D books already include wandering monster tables for the Martian people and monsters, so that’s, like, half the work done already. Grade: A+

 

World War II: In this Strategic Review article, Gary Gygax described this great war-game skirmish between D&D monsters and a German patrol. It looks like fun, in a war game way, especially for WWII buffs. B

Overall grade of the alternate dimensions: A

My conclusion: arguments about the Great Wheel cosmology vs. the 4e planes are irrelevant to me, because both are worse than a stable of well-realized and varied fantasy worlds. Even a world with a strong theme, like Hoth or Dark Sun, is more interesting than a universe constructed of a single element and populated by soulless elementals and angels. Next time I introduce planar travel into a game, the gates will more likely go to the Wild West, Mars, or Gamma World than Limbo or the Plane of Fire.

Fixing the elemental planes

Monday, March 5th, 2012
This entry is part 3 of 4 in the series planes

Featureless expanses of earth, air, fire, and water are just not that interesting, even liberally sprinkled with elementals. That’s a core problem with most of the D&D planes of existence – they’re more like allegories than locations. Unless you’re playing Pilgrim’s Progress: The RPG, allegories probably don’t feature heavily in your weekly game.

In my opinion, the best planes are the ones you can wander into unawares: the faerie kingdom, the land of the dead, dreamland: and the inhabitants will seem strange and frightening, and the rules will not be the rules you know, but they will be close enough that you won’t have to wear a space suit.

With that in mind, here’s my attempt to fix the elemental planes: earth, air, water, and fire.

Earth: The plane of earth is no fun because there’s nothing to do except get encased in solid rock. What if, instead, it’s a vast megadungeon, aware and malevolent like the dungeons of OD&D? Like all the best planes, it has its own rules: that everyone but you can see in the dark, and that doors that stick for you open easily for monsters. In fact, many dungeon crawl campaigns might as well be set in the Plane of Earth, except that the players occasionally “go to town” to rest and sell their loot. This fabled “town” might be one of the strange bubbles in the Plane of Earth, little places where people live in the illusion that there is a whole aboveground world around them.

How can you wander into the Plane of Earth accidentally? A lot of dungeons are filled with pits, and some of the pits are bottomless. Bottomless pits drop you into the Plane of Earth. You could keep falling in such a pit for minutes or days: you stop when you successfully grab at a door or ledge along the side of the pit. (Long drops are common in the Plane of Earth, and the rules of the plane are such that an otherwise deadly fall always leaves you with 1 HP). Falling for miles is easy: finding your way back up to the real world will be a Herculean task. Depending on how far you fell, you might have to adventure your way up past dozens or thousands of dungeon levels to find the portal you fell through. How’s that for claustrophobia?

Air: Just as the Plane of Earth is below us, The Plane of Air shouldn’t be an infinite, featureless expanse: it’s in the sky. I assume that we’ve all looked down at the clouds out of the window of an airplane, and imagined striding across them like giants. But even in the world of D&D, clouds aren’t usually solid.

When you travel to the Plane of Air, the natural world becomes insubstantial, and you start to gently ascend as if on an air current. Cloudstuff is the only thing that you can touch. The clouds are constantly changing, their castles and villages appearing and disappearing, and the creatures of the clouds come and go too: you might see a cloud deer emerge from the billowing ground, run from a cloud wolf, and then dissolve, and leave not a rack behind.

Furthermore, when you’re on the clouds, you can interact with the storm giants. In normal life, storm giants cannot physically attack or be attacked by the creatures of the natural world. (They can, however, throw lightning bolts at the creatures of the prime material plane.)

Fire: For this one, I’ll use an idea I mentioned before: of a campaign world where fire was sentient, and had lineage. A fire lit by another fire would share many of its characteristics, as a child does of its parent.

Fires in this world could level up: a level-one fire would be one that was just lit for the first time, and would have no special powers. A level-twenty fire might have an intelligence, wisdom, and charisma of 20, and a bunch of special powers: telepathy, the ability to burn without consuming fuel, and the ability to burn with blue cold.

Rather than an endless plain of flames and lava, the Plane of Fire would be a world that was dark in many places: with no sun or moon, it would only lit by bonfires, the great Eternal Fires that rule kingdoms, and the torches borne by mortal slaves.

Water: I’ve racked my brain and I can’t think of a way to make a Plane of Water that’s significantly cooler than a garden-variety ocean. Sure, it could be infinite, but infinity is overrated. Just making something big doesn’t necessarily make it more interesting. So do you have any ideas?