Showing posts with label Planes. Show all posts
Showing posts with label Planes. Show all posts

Friday, November 11, 2011

An Elegant Astral Plane

Just a quick note: I have had a very busy week with a combination of travel out of town and family in town. So, it has been relatively quiet around here; however, I did want to share a thought that occurred to me after reading James' post on the Astral Plane.

I have long been fascinated by the possibility of planar travel in D&D. The closest I have ever come to it in play, however, was a semi-Monte Haul campaign I played when I was (much) younger. It pitted my paladin against the likes of Githyanki and their ilk. While I did have fun playing in that campaign, I have never bothered to run one similar myself because, like James, I found all the specific fiddly bits surrounding planar travel to be unwieldy and discouraging. This has always been a disappointment because I have always liked the idea (one of the only reasons why I look back on the paladin vs. Githyanki campaign with any fondness at all).

I have therefore been contemplating simple ways to indicate that players are no longer in Kansas anymore. One of the more interesting experiments I ran during my Lost Colonies campaign saw the players in a City of Brass-type setting. In order to clue the players into the fact that this was abnormal, we used a combat system similar to that of Chainmail rather than D&D. In other words, simple (and universal) mechanics can go a long way to achieving the feel of planar travel.

One of the more compelling ideas I had this week (particularly for the Astral plane) was to switch around the affects of characteristic bonuses. Thus, the three physical abilities (Str, Dex and Con) would effectively function as Int, Wis and Cha and vice versa. Thus, that 18 Str fighter with a 3 Int would suddenly be fighting at a -3 rather than a +3. Mechanically, this simply implies that physical tasks in the Astral Plane are rather tasks of the intellect and will and that intellectual matters are more akin to a physical self-awareness.

What other simple mechanical changes could represent other planes?

Thursday, February 12, 2009

Planar Cosmology of D&D Part III

The Fall


The Greek word for Devil is "diabolos," which means “slanderer” or even more literally, “the one who divides.” The Fall is division. When humanity turned its back on God and tried to be divine without God by partaking of the fruit of the tree of knowledge of good and evil, humanity divided itself from God. Since humanity was given the special role to keep the garden and all of creation for God, humanity took all of creation with it in the Fall. Creation, in the person of Adam (which literally means “humanity”), tried to exist without God. Since creation came from nothing (and will, by nature, return to nothing), death, decay, destruction and sin all came to rule over everything. As a sign of this, Cain murdered his brother Abel — humanity is even divided against itself.

Unity in Diversity


The Planar Cosmology of D&D, especially that depicted in the Planescape setting, simulates fallen creation extremely well. All of creation is divided against itself, warring over philosophical absolutes, where even those who profess to be Good not only war against others who claim to be Good, but will ally themselves with those who are Evil to battle a different variation of Good. Power is all consuming, where beings from every Plane scramble to become gods, without God. In a world where magic exists, this illusion of divinity without God becomes even more powerful and difficult to see through. Belief has the power to shape the multiverse, and everyone strives to bring some kind of unity through belief — a desperate attempt to be God without God. Of course, all such attempts will fail and only bring about more death, destruction and sin. The only being able to save, to bring true unity in the vast diversity of the multiverse is God. This unity is made manifest in the person of Jesus Christ, where all of humanity, in its infinite diversity can become one. This radical equality happens not by eradicating diversity, but through that diversity. Each individual brings to the Church — the Body of Christ — her own unique and unrepeatable person, talents and skills. Thus, with the vast diversity of the D&D multiverse, the Church represents the one truly divine means of unification, despite the radical differences that exist across the planes.

Monday, February 9, 2009

Planar Cosmology of D&D Part II

In my last mediation I left with the disturbing notion that God created the Devil and allows him to work evil in the world. The reason for this is human freedom which comes out of the image and likeness. I have meditated on the image and likeness of God before, however, it is worth doing again. In part, because it is difficult to let go of our scientific and genetic world-view, but also because it liberates us from the limitations of the scientific and genetic world view.

Made in the Image and Likeness


Genesis 1: 26 states, “Then God said, 'Let us make humankind in our image, according to our likeness.'” Since God is ultimately free, humanity must also have freedom. God placed the Tree of Knowledge of Good and Evil within the garden in order that He protect humanity's freedom — to choose to follow God or to turn away from God. Even in humanity's fallen state, God provides for our freedom. The Devil is allowed to work in the world so that humanity may continue to have the freedom to accept or reject God. For God to abolish evil in the fallen world would be to destroy our freedom to choose evil, and thus God would destroy the image and likeness of God within humanity — something He declared very good (Gen 1:31). To destroy the image and likeness in humanity would make God a coercive and evil being. He has revealed to us His goodness and His longsuffering love by sending His Only-Begotten Son to take on our humanity, so that by willingly going to the cross and to the tomb, Christ might raise us up with Him in resurrection and to ascend to sit at the right hand of the Father. Our very nature, in the person of Jesus Christ, can now participate in the very being of God. Our choice to follow God allows us to tap into the power of the Holy Spirit, which allows us to overcome anything the Devil might throw at us.

To insist upon a scientific and genetic understanding of humanity severely limits what it means to be human. Historically these limitations have been used as excuses for racism, slavery, murder and genocide. The human person is not determined by DNA. We know this, because identical twins with identical DNA are unique and unrepeatable human persons. They may look alike, they may share many of the same interests, but each one is their own person. If DNA were determinative of the human person, then a twin could murder their identical sibling with no consequences, because they would be the same person.

In terms of the Planar Cosmology of D&D, the term “humanity” must be understood in context of the image and likeness, and not race (another word for DNA and genes). Even if we don't fully embrace the concept of the image and likeness, in a multiverse where magic exists, our scientific understanding of evolution becomes irrelevant. Any sentient being with the freedom to choose should be considered “human” in terms of their relationship with God. Elves, Dwarves, Halflings, Orcs, Goblins, Celestials, Abyssals, etc. are all created in the image and likeness of God.

In my own world-building, the origin of all these various races is in the Fall. Influenced by magic and the various conditions found in the environments of all the various planes, each race came into being from their human progenitors. Regardless of origin, however, no one race is inherently better than any other in the eyes of God, because they are all made in His image and likeness. When Christ came, He did so in order to save all of humanity and all of creation. That means every sentient race in the multiverse, and the entire multiverse itself.

Saturday, February 7, 2009

Planar Cosmology of D&D Part I

Images have power.They stay with us for years and influence how we see and understand things. Images from the early days of D&D still hold sway over how certain monsters are envisioned. This image from Issue 6 of Strategic Review certainly has influenced D&D, both in the way it's played and in the way its rules have been written. It, and other attempts to map the planes, have contributed to the systemization of polytheism into the D&D ruleset.

On the surface, this map poses a serious conundrum to a monotheistic world view. How can there be a one God, when there exists all of these planes, each representing/encompassing a particular world view/alignment? If the traditional Christian God can be understood as Lawful Good, how do explain the planes of Chaotic Good, Chaotic Neutral, etc.? How can there be one God and multiple Prime Material Planes?

In this first installment of a meditation on the Planes in D&D, I will begin to try and answer these questions from a monotheistic and Christian point of view. My goal is to demonstrate that the Planes, even as envisioned by Gygax in Issue 6 of Strategic Review, do not require a polytheistic point of view. Let me begin with a very key Christian dogma.

Creation from Nothing



The idea that God created everything from nothing is implied in the first chapter of Genesis, “In the beginning God made heaven and earth,” with the phrase “In the beginning” also implying that time is part of creation. The dogma is explicitly stated in 2 Macabees 7:28 “I beseech thee, my son, look upon the heaven and the earth, and all that is therein, and consider that God made them of things that were not; and so was mankind made likewise.”

This is in marked contrast to pagan thinking, where gods create the world from something that was already in existance. Whereas pagan gods are limited and part of creation, the Christian God is radically free and radically different than His creation.

God exists outside of time, without beginning. Time is part of creation, which has a beginning and therefore must have an end. All of creation will move towards its end — a return to nothing — save for the will of God.

In terms of the Planar Cosmology of D&D, God is not limited to His corner of creation because the entire multi-verse is part of creation. From a Christian point of view, every plane in existence was created by God, not just our version of the Prime Material Plane. All of creation — every plane in every diagram of the planar map — is hurtling towards its own end — a return to nothing. However, in His benevolence, God is willing it all to continue to exist.

One of the logical conclusions to this dogma is that God created the Devil (and in the D&D multiverse all the various planes of evil and chaos) and continues to allow them to exist. God remains a good and loving God despite this because the existence of the Devil (and the planes of evil and chaos) guarantees human freedom. Without choice of good or evil, law or chaos, humanity would not be free and God would destroy His image in us.