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Legend
I stumbled across notes from an old Planescape game I ran, and was pleasantly surprised at how that campaign setting inspired my own adventure writing! Recently I've been wondering what sorts of stories I would like to experience in Planescape (or on the planes) going forward?
This isn't just my idle speculation. About a year ago, Mike Mearls wrote an article asserting that Planescape's cosmology would be core in 5e:
http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20130701
Perhaps we will never see Planescape as its own "New Weird" setting again, but certainly elements from those old books or Planescape themes can be incorporated in adventures & the Manual of thePlanes. Me personally, I'm curious about Aoskar the dead god of portals; I think investigating his death and cult would make for a thrilling adventure.
What about you?
This isn't just my idle speculation. About a year ago, Mike Mearls wrote an article asserting that Planescape's cosmology would be core in 5e:
http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20130701
Mike Mearls said:When it comes to the outer planes, we're treating Planescape as our default assumption. It's a much-beloved setting and one that's fairly easy (by design) to integrate into existing campaigns. That means the return of the Great Wheel, the Blood War, and other classic elements of the D&D cosmos. The same process for the inner planes applies to the outer planes, with our intent to add elements to the cosmos to increase storytelling opportunities and make the Wheel as flexible as possible for different settings and different DMs.
Perhaps we will never see Planescape as its own "New Weird" setting again, but certainly elements from those old books or Planescape themes can be incorporated in adventures & the Manual of thePlanes. Me personally, I'm curious about Aoskar the dead god of portals; I think investigating his death and cult would make for a thrilling adventure.
What about you?
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