Prior posts are in Part 1, Part 2, and Part 3.
I said that I was going to write a fourth part to the series, so I shall. Originally, this was going to wrap up the ideas in the first three parts. Specifically, I was going to address the following:
A. A full and final exploration of the use of alternate spaces and alternate "planes" in early D&D, and the common use as a trope beyond what I had already explored through play examples and modules (for example, additional uses from Gygax as reported by players, Barrier Peaks at Origins II and more published examples such as Beyond the Crystal Cave). I was also going to include one of the last examples from 1e- the "Grey Box" of Forgotten Realms, which states that players from other campaigns ("alternative material planes containing other AD&D campaigns" travel to the Realms "by devices, or free-standing portals, and begin adventures in the Realms." (DM Sourcebook 9).
B. Specific language in Spelljammer (the first specifically published for 2e) that discussed Greyspace, Realmspace, and Krynnspace and silo'd the settings by noting that, for the most part even in an interconected Spelljammer universe, they don't affect each other. (SJ 13, When Space Meets Ground ... "The gap between groundling and space is both a reality and a state of mind. The groundling campaigns can run smoothly and effectively without interference from space, and the spaceborn legions can fight among themselves without worrying the nations of the various planets."). Extrapolation from there into the general idea of silo'd settings in 2e as becoming more of the norm, with the concept of each setting being apart, and the gradual diminution of the alternate planes within the prime materal.
C. Tie into my personal opinion that this has to do with both a desire for increased brand identity and lore (aka, canon- it's easier to think of specific campaign settings and the lore specific to that setting if you're not worried about the effect other setting will have on it) as well as a codification of certain rules (you no longer just have a "shimmering portal," you have to have specific rules for how it works).
D. A quick detour into Dragon Magazine #160, Up, Away, and Beyond (Bruce Heard) (1990), explaining how this exemplifies the 90s/2e change into making what was unremarkable before (characters "shifting worlds" through the use of a random portal or device or just using materials from one system in another) into something much more difficult, and that can only be done by the Greater Gods! Contrast that with the publication just three years earlier of the FR box set (portals, devices, etc.), or the original DMG.
E. Finalize by noting that 5e can easily re-use the design space afforded by the original conception, and that could be good. Or, at the least kinda cool.
However, after observing the comments in the past two threads, I don't think it's really worth it? So instead, I will engage with priorpushback feedback to end the series.
1. I don't understand your thesis. What is it?
In the beginning, there was a formless void. Then, there came D&D. Starting in 1974, "official" D&D (in terms of reported play, rulebooks, and modules) featured a large amount of alternate worlds within the Prime Material Plane; this was considered unexceptional. While varying conceptions of the outer planes and inner planes were provided, and occasionally expanded upon, the outer planes was not usually a focus of adventure. Sometime around the Manual of Planes, and certainly by the 90s (2e), the usual paradigm of simple travel between alternate realms within the Prime Material Plane had changed, and the new focus tended to be on a "silo'd" campaign setting + the outer planes.
In my opinion (this is the opinion part), I think that bringing that original conception of an infinite variety alternate realms/worlds/planes within the Prime Material Plane back to the fore would allow for an increased diversity of intra- (as opposed to inter-) campaign experience in 5e, for those who want it.
2. If you aren't interested in arguing, why are your posting?
There is a difference between arguing and discussing. For example, imagine someone writes a long series of posts detailing the history of conspiracy theories, and includes an aside about flat-earthers and writes, "Well, it is hard when people can't agree that the earth orbits around the sun." And then someone writes, "HA! The earth doesn't orbit around the sun; the earth and the sun both orbit around a barycenter, and I demand that you engage with my point, which proves that you are a part of the conspiracy and that everything else you said is wrong!"
If you want to score points, feel free to! I will give you all the points right now. But it's very difficult to have a bona fide and interesting discussion if you're looking to win an argument. Maybe it's the platform and the nature of the internet?
I think that the history of D&D is fascinating, and I was genuinely curious to see the contrast between current conceptions of the Prime Material Plane and past conceptions, as evidences by comments in other threads and my own recent re-reading of Q1, and I think that there is a general dividing line in time as to when that change occurred as born out in the texts. I also think that there was a change in emphasis at TSR, with increased emphasis on specific settings (and consistency/canon within those settings) and the outer planes that continued after the purchase by WoTC. There will always be (some) counterexamples to a trend. I am more interested in good conversations about fun things than arguing; if you don't like my ideas, please feel free to rubbish them, but don't expect me to respond. If I am wrong, I guarantee that no puppies are being hurt!
3. None of this matters. People are going to do whatever they want to in their home campaign.
In the long run, we will all be dead, so none of this really matters. Look on my posts, ye mighty, and despair!
I would say that, to a certain extent, what people do in their home campaigns has some relation to the published rules. If you want, you can play D&D without dice in your home campaign. And yet, there tends to be a lot of D&D games that use a d20. Perhaps because the use of dice, and the d20, is in the rules. I think that the words used in the rules matter, at least a little, in influencing home campaigns. My anecdotal experience of one (1) is that I was hugely influenced by Gygax's section on alternate realities in the DMG.
But if nothing else, maybe someone will read these posts and go, "Hey, alternate realities in the Prime Material Plane are cool. Maybe I'll try that in my next 5e game."
4. D&D has been around forever. Who can really say anything, ever?
Okay! If we can't talk about D&D (which is a much smaller topic than most things), it's very hard to talk about anything, isn't it? Most topics have been around longer, and have a lot more material, than D&D! We can go all "Nothing is true, everything is permitted," or see if there is some larger point or observation that we want to make. Even if the point is as banal as, "Hey, D&D used to do more with alternate stuff on the prime material plane, and it would be cool if they did that again."
5. Something something editions, something something you are saying this is better!
To be clear, I am making a focused observation on a transition that I think occurred in the late 80s (post 87) and early 90s. I think that there are substantial benefits that occurred with the shift; many people enjoy the fleshed-out outer planes cosmology, and it also caused the greatest flowering of campaign settings in D&D history (the 2e boom, although they have been pumping out quite a few recently!). Moreover, I have repeatedly analogized this to the difference between "episodic" TV and "prestige" TV, with the idea that the earlier model was more similar to episodic tv (something I was going to expand upon, but after the feedback, why bother?). I didn't think that was a flattering comparison, but maybe I'm addressing the unified convention of "Barney Miller Lovers, Sopranos Haters." Who knew?
Anyway, I think it's interesting history, and I think it's one of those things that gets lost in current debates; like when (some) people say that wuxia isn't D&D, forgetting that the monk was an OD&D class (Blackmoor Supplement) and that Oriental Adventures is an original 1e hardcover.
Reminding people that, if the table so chooses, the borders between worlds, genres, and rules can be very porous ... I think that's a good thing!
I said that I was going to write a fourth part to the series, so I shall. Originally, this was going to wrap up the ideas in the first three parts. Specifically, I was going to address the following:
A. A full and final exploration of the use of alternate spaces and alternate "planes" in early D&D, and the common use as a trope beyond what I had already explored through play examples and modules (for example, additional uses from Gygax as reported by players, Barrier Peaks at Origins II and more published examples such as Beyond the Crystal Cave). I was also going to include one of the last examples from 1e- the "Grey Box" of Forgotten Realms, which states that players from other campaigns ("alternative material planes containing other AD&D campaigns" travel to the Realms "by devices, or free-standing portals, and begin adventures in the Realms." (DM Sourcebook 9).
B. Specific language in Spelljammer (the first specifically published for 2e) that discussed Greyspace, Realmspace, and Krynnspace and silo'd the settings by noting that, for the most part even in an interconected Spelljammer universe, they don't affect each other. (SJ 13, When Space Meets Ground ... "The gap between groundling and space is both a reality and a state of mind. The groundling campaigns can run smoothly and effectively without interference from space, and the spaceborn legions can fight among themselves without worrying the nations of the various planets."). Extrapolation from there into the general idea of silo'd settings in 2e as becoming more of the norm, with the concept of each setting being apart, and the gradual diminution of the alternate planes within the prime materal.
C. Tie into my personal opinion that this has to do with both a desire for increased brand identity and lore (aka, canon- it's easier to think of specific campaign settings and the lore specific to that setting if you're not worried about the effect other setting will have on it) as well as a codification of certain rules (you no longer just have a "shimmering portal," you have to have specific rules for how it works).
D. A quick detour into Dragon Magazine #160, Up, Away, and Beyond (Bruce Heard) (1990), explaining how this exemplifies the 90s/2e change into making what was unremarkable before (characters "shifting worlds" through the use of a random portal or device or just using materials from one system in another) into something much more difficult, and that can only be done by the Greater Gods! Contrast that with the publication just three years earlier of the FR box set (portals, devices, etc.), or the original DMG.
E. Finalize by noting that 5e can easily re-use the design space afforded by the original conception, and that could be good. Or, at the least kinda cool.
However, after observing the comments in the past two threads, I don't think it's really worth it? So instead, I will engage with prior
1. I don't understand your thesis. What is it?
In the beginning, there was a formless void. Then, there came D&D. Starting in 1974, "official" D&D (in terms of reported play, rulebooks, and modules) featured a large amount of alternate worlds within the Prime Material Plane; this was considered unexceptional. While varying conceptions of the outer planes and inner planes were provided, and occasionally expanded upon, the outer planes was not usually a focus of adventure. Sometime around the Manual of Planes, and certainly by the 90s (2e), the usual paradigm of simple travel between alternate realms within the Prime Material Plane had changed, and the new focus tended to be on a "silo'd" campaign setting + the outer planes.
In my opinion (this is the opinion part), I think that bringing that original conception of an infinite variety alternate realms/worlds/planes within the Prime Material Plane back to the fore would allow for an increased diversity of intra- (as opposed to inter-) campaign experience in 5e, for those who want it.
2. If you aren't interested in arguing, why are your posting?
There is a difference between arguing and discussing. For example, imagine someone writes a long series of posts detailing the history of conspiracy theories, and includes an aside about flat-earthers and writes, "Well, it is hard when people can't agree that the earth orbits around the sun." And then someone writes, "HA! The earth doesn't orbit around the sun; the earth and the sun both orbit around a barycenter, and I demand that you engage with my point, which proves that you are a part of the conspiracy and that everything else you said is wrong!"
If you want to score points, feel free to! I will give you all the points right now. But it's very difficult to have a bona fide and interesting discussion if you're looking to win an argument. Maybe it's the platform and the nature of the internet?
I think that the history of D&D is fascinating, and I was genuinely curious to see the contrast between current conceptions of the Prime Material Plane and past conceptions, as evidences by comments in other threads and my own recent re-reading of Q1, and I think that there is a general dividing line in time as to when that change occurred as born out in the texts. I also think that there was a change in emphasis at TSR, with increased emphasis on specific settings (and consistency/canon within those settings) and the outer planes that continued after the purchase by WoTC. There will always be (some) counterexamples to a trend. I am more interested in good conversations about fun things than arguing; if you don't like my ideas, please feel free to rubbish them, but don't expect me to respond. If I am wrong, I guarantee that no puppies are being hurt!

3. None of this matters. People are going to do whatever they want to in their home campaign.
In the long run, we will all be dead, so none of this really matters. Look on my posts, ye mighty, and despair!
I would say that, to a certain extent, what people do in their home campaigns has some relation to the published rules. If you want, you can play D&D without dice in your home campaign. And yet, there tends to be a lot of D&D games that use a d20. Perhaps because the use of dice, and the d20, is in the rules. I think that the words used in the rules matter, at least a little, in influencing home campaigns. My anecdotal experience of one (1) is that I was hugely influenced by Gygax's section on alternate realities in the DMG.
But if nothing else, maybe someone will read these posts and go, "Hey, alternate realities in the Prime Material Plane are cool. Maybe I'll try that in my next 5e game."
4. D&D has been around forever. Who can really say anything, ever?
Okay! If we can't talk about D&D (which is a much smaller topic than most things), it's very hard to talk about anything, isn't it? Most topics have been around longer, and have a lot more material, than D&D! We can go all "Nothing is true, everything is permitted," or see if there is some larger point or observation that we want to make. Even if the point is as banal as, "Hey, D&D used to do more with alternate stuff on the prime material plane, and it would be cool if they did that again."
5. Something something editions, something something you are saying this is better!
To be clear, I am making a focused observation on a transition that I think occurred in the late 80s (post 87) and early 90s. I think that there are substantial benefits that occurred with the shift; many people enjoy the fleshed-out outer planes cosmology, and it also caused the greatest flowering of campaign settings in D&D history (the 2e boom, although they have been pumping out quite a few recently!). Moreover, I have repeatedly analogized this to the difference between "episodic" TV and "prestige" TV, with the idea that the earlier model was more similar to episodic tv (something I was going to expand upon, but after the feedback, why bother?). I didn't think that was a flattering comparison, but maybe I'm addressing the unified convention of "Barney Miller Lovers, Sopranos Haters." Who knew?
Anyway, I think it's interesting history, and I think it's one of those things that gets lost in current debates; like when (some) people say that wuxia isn't D&D, forgetting that the monk was an OD&D class (Blackmoor Supplement) and that Oriental Adventures is an original 1e hardcover.
Reminding people that, if the table so chooses, the borders between worlds, genres, and rules can be very porous ... I think that's a good thing!
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