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D&D 4e: A Whole New World

May 7, 2008 by Bartoneus

Within the core books for the 4th Edition of Dungeons & Dragons, a base world is being set up which is intended to give new players and especially new Dungeon Masters a much easier time getting into their first game. The setting is called “Points of Light” and is summed up on their site as:

The Dungeons & Dragons game assumes many things about its setting: The world is populated by a variety of intelligent races, strange monsters lurk on other planes, ancient empires have left ruins across the face of the world, and so on. But one of the new key conceits about the D&D world is simply this: Civilized folk live in small, isolated points of light scattered across a big, dark, dangerous world.

One of the reasons this is such a big deal is that in previous editions of the game there was nothing like a base setting which shipped with the core books, instead there were expansion books for settings such as Forgotten Realms, Greyhawk, Eberron, and several others. Each of these worlds provides a different style of play for a game, whether it’s with established characters that have been read about in novels, familiar events and locales, or more general concepts such as the inclusion of elements like the Warforged as a more commonplace feature. These settings provide a framework on which the DM and players can then build their own stories, simultaneously elevated a lot of the tough work in running a game while providing a rich context and consistent themes.

Some people feel that this encourages players to be less creative, and discourages a DM from creating a whole world of his own, instead taking the easy route and just using what is in the book. While we haven’t yet seen what has gone to print, what is much more likely is that the core books provide a simple base on which ideas can be laid with a lot less effort than it would take to generate everything from scratch. Furthermore, this is superior to the existing supplements mentioned above because there is less baggage to worry about. Graham really put it quite well in the comments here recently, so I’ll use his words:

The main reasoning behind the Points of Light standard design (aside from giving new DMs a baseline to start at) is that it’s easy to add fluff and setting material, but much harder to remove it.

So if you take the “bare-bones” style PoL D&D, and want to put it into a world of nation-states, it will be easy to do, as there’s nothing that’s already there to get in your way.

But if the base style for 4e was, say, Greyhawk, there’s a lot of baggage there. Things will need to be altered, stripped, and players will need to be told what is and isn’t there.

With that said, there have been some changes to the non-setting aspects of the game that people may be skeptical about. One of the most obvious changes is the complete change to how the Planes and other worlds function. In the preview book Worlds & Monsters they explain their decisions quite clearly that it does not make much sense to have a handful of outer planes which are virtually impossible to ever inhabit. D&D is a game about adventuring as a character, but if there are entire worlds which characters can’t even EXIST on for more than a few seconds, then it’s really not worth putting any effort into those worlds. What they have created instead is a series of layering worlds which overlap and mirror one-another.

The Material Plane has remained relatively untouched, but now places like the Feywild and the Shadowfell are described as being other worlds which exist “on top of” or concurrently with the physical world. The Elemental Chaos and Astral Plane are described as being one step further out, not exactly having the same structure as the typical world but overlapping from time to time and having influence upon the other planes. Travel has become a bit easier as a mountain in one world may still be a mountain in the Feywild, though altered and different in many ways, this allows for congruences which could transport the lucky or unlucky from one world to another. Concepts such as the Underdark or the Astral Sea remain relatively intact, but the worlds of the Astral Plane and the Elemental Chaos are described much more as landscapes then places which could never support human life. They are definitely still dangerous in their own ways, but it is no longer a struggle for the DM to utilize these locales, instead they are now obstacles for the players to overcome and explore, which is the entire point of the game from the start.

What surprised me the most was that after reading about all of the new World ideas being implemented, I felt a sense of familiarity with the whole thing. Eventually I realized that what Wizards has done is adapt a cosmos very similar to those used in previous editions of White Wolf’s popular Vampire, Werewolf, and Mage settings. There you had the physical world and several varying stages of the spirit world (known as the Umbra, Near Umbra, Digital Web, etc.) which were obviously designed to be traveled through and experienced by the players. A lot of what made White Wolf’s games so fun were the settings, and since they have moved on to different (and in my opinion worse) cosmologies, I think it’s great that there are similarities coming into play with 4th Edition. While I may briefly mourn the loss of ridiculous places such as the Elemental Plane of Fire, or the ability to easily explain the existence of an Elemental Plane of Cheese, I think that these changes align with many of the others in an effort to enhance gameplay and provide Players and DM’s alike with more functional and helpful content right from the start.

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Filed Under: Editorial, Featured, Roleplaying Games Tagged With: 4th Edition, D&D, Dungeons and Dragons, fantasy, world building

Comments

  1. Graham says

    May 7, 2008 at 7:59 pm

    Yay, go me!

    I think that one point needs to be made, and that is that “Points of Light” isn’t a setting. It is instead a base set of assumptions about the D&D world. The difference is in the level of detail that will be included (ie: very little).

    On the planes, I agree they are very… familiar and even comforting in a way. The Shadowfell reminds me of the Dark World in Zelda: Ocarina of Time or the world of American McGee’s Alice. The Feywild has a number of sources, not the least of which is old Celtic and Norse mythologies, but I keep coming back to Pan’s Labyrinth.

    And the Astral Sea just screams Spelljamming to me.

  2. Graham says

    May 7, 2008 at 8:00 pm

    Oh, and the elemental plane of Cheese can still be a subset of the Elemental Chaos, likely in the Abyss. Or it could become the Astral Dominion of Cheese.

  3. OriginalSultan says

    May 7, 2008 at 9:17 pm

    Different planes that the PCs can actually travel to and not die instantly? Insanity!

  4. Bartoneus says

    May 8, 2008 at 7:12 am

    Yea Graham, I definitely think the sense of familiarity with these ideas will help 4th Ed. games a great deal. It should also help prevent new players from becoming easily confused.

    I am very curious to read the Manual of Planes when it does come out, to see what they’re keeping and what’s new.

  5. Rauthik says

    May 8, 2008 at 10:42 am

    I have to say that I, for one, am kinda psyched about these changes. In my adventures there have been near zero plane traveling because of the ridiculousness of some of the planes and the means needed to move a party from one plane to another. Expedition to the Demonweb Pits had some plane hopping action that worked well, but other than basing a group in Sigil, traveling the planes for my group was not considered.
    Now, they will have such as an easy time and they can even accidently stumble into the Fey Wild or Shadowfell! (I’m reminded of the module Castle Amber… adventure hooks are forming in my head already). I think this set up will greatly enhance the scope of adventures and will fit nicely into the whole epic tier concept.
    In regards to the 4e cosmology (and as a young adult librarian I am obligated to recommend it) the book “Poison” by Chris Wooding (actually, any Chris Wooding book is worth reading but I digress). In the story the girl’s baby sister is stolen by faerries and she must travel to the fey realm to get her back. The story is structered and flows like a classic fairy tale, but dark and twisted. In order to cross over to the other realm she has to enter the Bone Witch’s house and exit after midnight.

  6. Darvin says

    May 14, 2008 at 9:05 am

    Wonder where Sigil will exist?

  7. Graham says

    May 14, 2008 at 9:17 am

    Wherever you want it to.

    Unless they release a 4e Planescape setting, it’s doubtful that they will detail Sigil. They may reference it in the upcoming Manual of the Planes, but even if they don’t, with the new structure of the Astral Sea, it’s easy enough to insert wherever it feels right.

    I can imagine the 4e version being a port city in the astral sea, possibly in its own astral domain. Access to all the other astral location is available using astral schooners, or whatever they name them.

    And, of course, it would have bunches of hidden portals all around, too. 🙂

  8. Bartoneus says

    May 15, 2008 at 7:25 am

    Plus, I’m now super excited after reading about the Archmage Epic Destiny (for Wizards) where at level 30 you can retire to your personal sanctum sanctorum tower that floats through the elemental chaos. BADASS!

About the Author

  • Bartoneus

    Danny works professionally as an architectural designer and serves as managing editor here at CH, which means he shares many of the duties of being an editor but without the fame and recognition. He also writes about RPGs, videogames, movies, and TV. He is married to Sucilaria, and has a personal blog at Incorrect Blitz Input. (Email Danny or follow him on Twitter).

    Email: bartoneus@critical-hits.comWeb: https://critical-hits.com//author/Bartoneus/

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