D&D: Explain it to me

My experience is limited to the computer RPG’s(I don’t know anyone who does the P&P stuff) but I know there’s a myriad of different campaign settings and such, but I have no idea if they are all different segments of the same universe or part of the muti-verse(planescape is the one I know most about, and that’s because of Planescape: Torment).

So a couple questions…

  1. What’s the difference between D&D and Advanced D&D? Is it an updated rulebook, more to the world, etc?

  2. How do all the campaigns (Ravenloft, Planescape, Forgotten Realms) fit in? Example, Is the original D&D world a Planet in the Planescape universe, or in another universe entirely?(I realize that might not make sense).

  3. How is one supposed to tell if locations or games have anything to do with one another? Say, Could you leave Balders Gate and get to Myth Drannor(a name that’s popped up) or the Pool of Radiance by walking/sailing? Or are they on completely seperate planets/universes?

Thanks.

  1. Advanced D&D is actually not the latest version of the game. It’s now D&D again, in its third edition. Technically there’s going to be a new version of 3rd edition coming out within the next month, so if you’re considering a purchase, you might want to wait until after July.

  2. I believe all the different campaign settings are all their own universes. Technically, characters can travel between the worlds, but it’s not generally done in my experience.

  3. Technically, settings don’t have anything to do with each other except in as much as the players and their DM want them to. One thing you’ll find is that nobody plays strictly by the book, and there are many home made worlds with elements from all over in them.

D&D was the original game. It was considerably simpler than the later AD&D, with some major differences. For instance, Elves and Dwarves were character classes - an elf combined fighting and magic using ability, and had some other bonuses. All dwarves were basically fighters, with a few bonuses. One of the big changes in AD&D was that race and class were separate - you could have an elven warrior, or elven mage, or combination thereof, though certain races were restricted from certain classes.

They are different campaign settings, some of them are worlds, some of them extra-dimensional spaces. Each has it’s own variations on what kinds of races are present and such.

Baldur’s Gate, Myth Drannor, and the Pool of Radiance all existed on Toril, which is the name of the planet the Forgotten Realms campaign setting takes place on, so you could travel between those areas via normal means. Travelling between different campaign settings is usually possible. The most common means is planar travel, higher level magic users can open portals into the Astral Plane and travel from there to other worlds. The Spelljammer expansion made most of the campaign settings all part of a fantasy-space universe, each campaign setting being within a crystal sphere floating in the phlogiston, with multiple worlds in each sphere, usuall but not always arranged in a typical solar system, with variations. FOr instance, Oerth (the main world of the Greyhawk setting) is in the center of it’s sphere, and it’s sun and other planets orbit it, but Toril orbits it’s sun like Earth orbits ours. Athas, the setting of the now-defunct Dark Sun setting is separated from the other settings and is inaccessible via spelljamming (sailing magic powered spacecraft). Planescape exists outside the Prime Material plane, that the phlogiston and spheres are part of, and the Ravenloft setting is a demiplane.

There are multiple versions. There was the original 3 Vol set, aka “D&D”. Then, they had other books. They then came out with “Advanced D&D”, aka “AD&D” or “1st Ed”. While AD&D was out, they published some “Basic D&D” stuff- aimed at diehards & kids. Then there was “Second Edition” or AD&D2. Next, we have “3rd Edition” aka “D20”, which is quite different yet. Soon out is “3.5” which is a small change to “3rd ED”.

  1. Each is a different world,and each in a pocket universe. The first D&D campaign was “Greyhawk” (and “Blackmoor”, which is on the same world). They then made up more worlds for this, basicly get get it out of the hands of Gygax. “Forgotten realms” aka “Faerun” is one of them, as is Planescape, Ravenloft & Toril (Dragonlance). In 2nd ed, you could travel from one to another, by portals or “spelljamming” (flying thru space). Now, they seems to have dropped all but Greyhawk & Forgotten realms. GH is the base, FR has more stuff and is more popular.

  2. Balder’s Gate, Waterdeep, and MythDrannor are all on the same continent of the same world. “Pool of Radiance” is mostly computer gaming, so I can’t be sure.

  1. Way back when the game was first written, it was simply called Dungeons & Dragons. A revised version with greatly expanded and altered rules was later released called Advanced Dungeons & Dragons. When Wizards of the Coast bought the rights to the game, they complete revamped it and reverted to the original name. So “D&D” refers to either really old stuff, or the most up-to-date rules. The main impact is on the mechanics of the game–character statistics, progress charts, things like that. Game worlds are independent of this, although details of the world are defined in terms of the mechanics.

  2. Some campaign worlds fit together, others don’t. In fact, many groups have their own custom worlds that are completely unrelated to any published product. The overview of the main worlds currently published is something like this:

Planescape is the uber-world. Ravenloft, the Realms, Krynn, and other worlds can be regarded as fitting inside Planescape, but often don’t really play any part in a Planescape campaign. Ravenloft is a kind of pocket-world (demiplane) floating in the Astral Plane of Planescape…but it’s really inaccessible, and almost inescapable. Consequently, there’s little traffic, and Ravenloft operates independently. Toril (the Forgotten Realms) and Krynn are Prime Material worlds–basically planets set in the Material Plane, which again is dealt with within Planescape. Theoretically, every “normal” material D&D world is in the Material Plane, but since every gaming group uses what they want and ditches the rest, that may not hold true for any given game.

  1. As it happens, Baldur’s Gate, Myth Drannor, and the Pool of Radiance setting (Phlan? Something like that, anyway.) are all in the Forgotten Realms world, and one can travel between them by any normal means of transport. All these locations are on the maps and/or in the sourcebooks for the game world.

The most important thing to remember about the game is that all the settings and rules are guidelines. I’m currently playing in a campaign where the cleric class doesn’t exist, the gods are gone or ineffectual, and the world is largely isolated from the other planes.

What better place to link this?

Each D&D campaign setting’s cosmology is composed of many individual universes, or “planes.” The Material Plane is where “normal” campaign settings are located. In 2nd Edition, all the “normal” campaign settings such as Greyhawk or Forgotten Realms existed on different planets on the same Material Plane. In 3rd Edition, Greyhawk and Forgotten Realms exist on different Material Planes, and, indeed, in completely separate cosmologies. The “standard” cosmology is the one associated with Greyhawk in 3rd Edition, so that’s the one I’ll discuss.

The Ethereal Plane occupies the same space as the Material Plane, but in a different dimension. Creatures on the Ethereal Plane can see and hear Material creatures, but not vice versa. In fact, Ethereal creatures can pass through Material objects and creatures as if they weren’t there. If you’ve seen the episode of Star Trek: TNG where Geordi and Ro are affected by the Romulan “phase cloak”, that’s exactly the same thing. It is possible for Material beings to cast spells allowing them to see Ethereal beings, and spells that use magical “force” (such as wall of force) affect Ethereal beings normally.

The Astral Plane is the void which lies between the other planes and allows them to connect to each other. Any time someone uses magic to teleport, they’re travelling instantaneously through the Astral Plane.

The Plane of Shadow is a plane of perpetual gloom and twilight. It exists alongside the Material Plane and can be used as a planar “shortcut” to travel long distances across the Material. Also, many spells use Shadow energy to create effects that are part illusion and part real. Finally, it may be possible to use the Plane of Shadow to travel between the Material Planes of different campaign settings.

Next, there are the Inner Planes, which are the planes of **Earth, Air, Water, Fire, Positive **(life) **Energy, **and **Negative **(death) Energy. In 2nd Edition, there were also “paraelemental” planes where the elements mixed with each other, and “quasielemental” planes where the elements mixed with either positive or negative energy. The most powerful inhabitants of the Inner Planes are the elemental genies.

After that, there are the Outer Planes, which are the planes of morality and ethics. Most of the gods live on these planes, and most of their worshippers go there for the afterlife. If you imagine good as “up”, evil as “down”, order as “left”, and chaos as “right”, then the Outer Planes can be imagined as a big circle. Starting from the “left” and going clockwise, the Outer Planes are **Mechanus, Arcadia, Mount Celestia (Heaven), Bytopia, Elysium, **the **Beastlands, Arborea, Ysgard, Limbo, Pandemonium, **the **Abyss, Carceri, Hades, Gehenna, Baator **(Hell), and Acheron. There’s also another plane in the “center” of the circle called the Outlands. Many of the Outer Planes have several “layers”, which are to the planes like floors are to a building. Baator, for instance, has nine layers, each of which is ruled by a Devil Lord.

At the center of the Outlands is a Spire which is said to be infinitely tall. Despite this, there’s a city which is said to be on the “top” of it. This city is called Sigil, and it is the heart of the Planescape campaign setting. Sigil is built on the inside of a half-torus, so the horizon curves upward. Sigil is called the City of Doors because any doorway in the town has the potential to be a magic portal to another plane. A portal only works, however, if the person walking through it has the proper “key”, which could be an object, a creature, a word, or virtually anything else. Sigil is governed by various factions which are each devoted to a different philosophy; however, the true ruler of the city is The Lady of Pain, a mysterious being who is rarely seen unless something threatens the city’s neutral balance. In that case, she’s the last thing they’ll see, because she can flay the skin off a person with a glance. For lesser threats, she imprisons the offender in a Maze, which is a type of demiplane (see below.) A Maze endlessly twists and turns back on itself, but there’s always a way out hidden somewhere. It is said that The Lady savors the anguish of a prisoner who knows there’s a way out, but who is doomed never to find it. Even gods cannot defy the power of The Lady, for her law forbids any god to enter Sigil. (Priests, however, are still perfectly welcome.)

Sigil may be the best way to travel between planes, but it’s not the only way. There are also various “paths” that connect different Outer Planes together. The good (or “Upper”) planes are connected by the River Oceanus, while the evil (or “Lower”) planes are connected by the River Styx. There’s also the Infinite Staircase, which is a chaotic jumble of Escher-like stairways that lead to any place where intelligent beings use creative thought. It is said that if you wander the Staircase long enough, it will lead you to your heart’s desire. In 2nd Edition, there was also Mount Olympus, which connected Arborea, Carceri, Gehenna, and Hades with every world where the Greek gods were worshipped; and Yggdrasil, which connected the realms of the Norse gods.

In addition to all that, there are also various demiplanes, which are like planes, except they are of finite size. Powerful wizards often create their own demiplanes to use as secret fortresses. In 2nd Edition, the Plane of Shadow was actually a demiplane. The campaign setting of Ravenloft is located in a hidden demiplane ruled by mysterious beings called the Dark Powers. Ravenloft is like a cosmic Roach Motel: anybody can enter, but nobody can leave. It’s divided up into various “domains” which are ruled by evil beings known as “darklords.” Most darklords are similar to Gothic literary villains such as Dracula, Dr. Jekyll, Frankenstein, and so on. When a person commits enough acts of irredeemable evil, the Dark Powers turn him into a darklord and give him great power over his domain, but they also curse him to be forever denied that which he desires most. A darklord can usually seal the borders of his domain with some kind of unbreakable magical effect, but he can never cross those borders no matter what. Of course, these darklords all have lots of loyal minions, such as vampires, ghouls, ghosts, and werewolves. In Ravenloft, every day is Halloween, and you are the treat.

That’s all there is to the standard D&D cosmology. Of course, if that’s not enough for you, there are always optional planes you can add, such as the Plane of Dreams, the Plane of Mirrors, the Elemental Plane of Wood, or the Far Realm. And, of course, I haven’t covered all the different planes in other cosmologies, such as Forgotten Realms or Oriental Adventures. If you want to know more, you can always do what I did: spend years memorizing every miniscule detail in every Planescape product ever published. Only then will you achieve the title of D.D.D. (Doctor of Dungeons and Dragons.) For your convenience, PDF files of these products can be purchased at www.svgames.com. Good luck!

This is…complicated.

Ravenloft, the Forgotten Realms (and Al-Qadim, and the 2e Oriental Adventures* and I can’t remember what the setting set on Maztica was called), Dark Sun, Dragonlance, and Greyhawk are all different campaign settings, all (save the Realms and the parenthetical bit - which I’ll get to in a bit) are on different worlds - different Material Planes, mostly, although Ravenloft is set in the Demiplane of Dread (AKA the Dread Realms).

Planescape (And Spelljammer before it) was connected to all these Material Planes (It was set, mostly, on the Outer Planes, with jaunts into the Elemental and Energy Inner Planes, and the Transitive Planes). You could, therefore move from one Material Plane to another with a little work.

3e has changed some things - FR and Greyhawk no longer have the same cosmology, so this Material-Plane hopping becomes a little more difficult (although they still share several gods and 2 Outer Planes I can think of offhand (Baator and The Abyss), so it’s still logically possible).

Ravenloft’s not handled by WotC any more (Arthaus, which is an imprint of Sword and Sorcery Studios, which is in some way related to White Wolf (IIRC S&S has a distribution deal going with WW) has it), but is still on the Demiplane of Dread, is still potentially connected to all the other Planes, and still has a Red Wizard of Thay (From FR) as a Dreadlord. Vecna, one of the current Greyhawk gods was a Dreadlord until the very last gasp of 2e.

NOW…onto the Realms and related settings.

Several of the Campaign settings, namely: Forgotten Realms, Al-Qadim, Oriental Adventures*, and Maztika are all set on the world of Aeber Toril. Forgotten Relms is on the continent of Faerun, Al-Qadim on Zakara, OA* in Kara-Tur, and Maztika…in Maztika. (FTR, Greyhawk is set on Oerth, Dragonlance on Krynn, and Dark Sun on Athas.)

Faerun is typical High Fantasy Pseudo-Europe. Zakara is Arabian in flavour. Kara-Tur is Asian, and Maztika is a take on pre-Columbian America. FR is the only one of these settings currently supported. I really wish WotC would give some 3e info for the others, particularly Kara-Tur.

NOW…as to why I keep astericking Oriental Adventures…

The above information applies only to 2e OA. In 3e, the book called Oriental Adventures, while it has some unrelated information (mostly a few races) is actually about Rokugan, the world of Legend of the Five Rings (Information usable in an unaltered L5R campaign is marked as such - very little doesn’t have ther L5R logo.)

And if all that doesn’t make you want to roll the dice to see if you’re getting drunk, you’re a true roleplaying geek. :wink:

If you got Lamia’s joke…you’re also a true RPing Geek.

You have lots of good information in this thread. The key phrase used is that DM’s pick and choose which settings (or parts of settings) they will use. Some people like to play their games gothic style, with the Ravenloft setting or something similar in theme. The Greyhawk and Forgotten realms settings are the “basic” world settings; they are more of a generic fantasy game and there is much work published about them that a DM can use without hours of preparation. All the other settings represent variations on the theme, and each has its merits. Which one is best is a matter of personal taste.

I’ve been playing PnP for 23 years; I started not long after the publication of the first three Advanced D&D books. Before that I played Avalon Hill wargames like Gettysburg and Battle of the Bulge. One hassle of the games in PnP was the rules- arguments about vague rules often ended the fun for the night. I’ve been waiting for years for what turned out to be Neverwinter Nights- Official D&D on the computer. (The bugs and driver conflicts are another story.)

I played 2nd edition for years and I didn’t want to have to buy the books all over again, especially since my group argued against converting fron 1st to 2nd edition in the first place and I didn’t want to go through all that again. But with all the NWN time I’m spending I think I need the books for ideas anyway; might as well get them when the new edition comes out.

You know, someone wrote a mod for NWN to do Spelljammer movement and combat. It’s on NWN Vault; you have to download the module and a .hak file to make it work. It works fairly well! I’m looking forward to their update, I might run a server for it.

So, try Neverwinter Nights for a good computer game based on the current edition of D&D.

One thing, is for sure, the books and rules are only guidelines. No one is going to stop you if you declare that Baldur Gate is in the world of Greyhawk (technically, if you are the DM, you can do that…technically…until the rule lawyers sue you, that is)…

I remember my first D&D game didn’t come with dice but plastic laminated “chits” that you picked out of a “hat”

This is the main point in my Humble Opinion.

Reading this thread really took me back. I was playing D&D back in the mid 80s when AD&D was first replacing D&D. My inner circle were the “diehards” mentioned earlier, I guess. We didn’t like the new AD&D because, even with a relaxed attitude about the rules, there were just too many rules. You had to spend too much time flipping through books. Playing with the original D&D was easier and the game flowed more smoothly.

We always set our games in the Hyborian Age of Robert E. Howard’s Conan stories, sans Tolkien’s dorky dwarves and hobbits. :smiley: Hey, this was just a few years after the Conan movies came out.

If you’re of the minority that have been able to carry on playing into adulthood, good for you! My friends and I found that when reached a certain age we just couldn’t muster up the enthusiasm for role-playing anymore, much to our regret. We didn’t stop playing because we decided it was kid’s stuff or nerdy. It more like we lost the ability to play. But, man, those were good times!

[Brief hijack]
Still 21, only, started playing only four years ago. The group is falling apart now, with people heading off into different directions and such, but I am doing my best, but what the hey…

Apropos of nothing, I’ll point out that Ravenloft borrowed a lot of of stuff from the other settings, because it was originally concieved as a patchwork world that draws in evildoers from accross the multiverse. Later products worked hard (and successfully IMHO) to weave it all together into a cohesive world of its own. But even now, a lot of connections to the other settings remain, at least to the diehards who remember, because the license agreement between WotC and ArtHaus is kind of weird on the limits of what they can and can’t use. (or perhaps because of what the writers decide they will and won’t use.)

For example, the red wizard of Thay that was mentioned is still there, and still called The Red Wizard, but no mention of Thay or Faerun is apparently allowed, except for references to spells and monsters from the Magic and Monsters of Faerun books. Also, Lord Soth from Dragonlance spent a few decades as a darklord, but can now only be referred to as a “The Dark Knight”. Several other characters trace their roots to FR, DL, Birthright, Kara-Tur, Greyhawk, etc. (whether or not they ever actually appeared in products from those lines.) But as a rule, the ArtHaus books won’t mention specifics, only that they are “from another realm.” or somesuch.

And on top of that one group of Ravenloft darklords has strong ties to the plane of dreams, and can reach into any plane through it.

But anyway, since the DM is final arbiter of everything, the worlds are as connected as you want them to be. And I’ll also mention that many DMs avoid the settings entirely and make up their own worlds. The settings are a DM tool for sparking creativity.

Even the Dreadlords born in the Dread Realms are borrowings from elsewhere in a lot of cases.

From elsewhere there’s Strahd von Zarovich (not from another setting…from the original Ravenloft module), the Red Wizard, The Dark Night (who I did not know was a DL character…I never liked DL)…The Illithid God Brain…and a few I know I’ve forgotten (can you fill in my blanks, gonzo?)

Native to the Dread Realms, you have such creatures as Adam, a sentient Flesh Golem created by a nobleborn (and slightly mad) doctor. And Malvolio (I THINK that’s his name…my Ravenloft stuff’s not handy at the moment), a puppet made by a famous toy maker as a surrogate son…

Can I have some Mountain Dew?

Of course, there’s a major advantage to just making up your world on the fly.

DM: “So, what direction is the party travelling?”
Players: “North”
DM: “What a coincidence, that happens to be the direction to the Lost Mine of the Dwarves!”

It can also lead to fun things like the City of Blah-blahblah, when the DM forgets to bring his notes :).

Well, it’s a stupid question of me to ask, and it might be the wrong thread, but…how does one go about JOINING a D&D group? I’m a lifelong geek, but very shy by nature, and I’ve never played an RPG. But I’ve always wanted to try it out.

I’m guessing that making a cardboard sign that says “Toril or BUST” and standing outside a comic book shop wouldn’t be the right way to go about it…but still, I could be wrong.