We’re taking a second pass on our solar system syncretism. Now that we’ve assigned planes to as many planets and moons as possible, it’s time to look at what’s left over and if we can fix it by adding any extra moons and planets. We’ve actually managed to assign most of the settings (except ones like Dragonstar, which were cut for being way too big to fit inside one solar system, and Stargate SG-1, which were cut for having nothing to do with D&D’s fantasy millieu to the point where it’s baffling they used D&D mechanics to make the tabletop RPG in the first place), and we’re also just about out of real estate, so we’ve really only got a few important considerations to make here in the second pass:
- We weren’t able to find room for Wheel of Time, Rokugan, Pathfinder, or Forgotten Realms. Those latter two are being held in reserve because one of them would make a good Earth, but we still need to figure out which one’s gonna get it and what to do with the other.
- We have no room at all left for new Magic: the Gathering planes. We’ve managed to get this far by sticking fairly close to analogies for the real world solar system which allows people to import their knowledge of real world science. If you know how many significantly large moons Saturn has in the real world, you automatically know how many significantly large moons Saturn has in the D&D solar system, which means you don’t have to memorize a new fact. Bonus points: If you memorize how many significantly large moons Saturn has in the D&D solar system, you have also memorized a real fact about actual science. The problem is, Magic is going to add new planes. If they don’t happen to fit onto an existing planet or moon that doesn’t already contain another Magic plane, we have nowhere in the system to put them. We can solve this by adding extra moons to Saturn, Neptune, or Uranus and thus intentionally break the consistency with the real world, and we can also keep the consistency with the real world and just hope that all of Magic’s new planes can be fit onto existing moons or planets. It’s also worth noting that Uranus and Neptune could either or both be used as ocean planets to host mostly-water settings like Theros, Ixalan, or the Council of Wyrms, freeing up some moons. The problem is, a major theme of the setting so far is that the moons of a gas (and water) giants have lots of interaction with moons of the same giant. We have to free up either all of a planet’s moons or none of them, because if only some of them are freed up, those blank moons can’t interact with the others.
- Krynn is in Pluto’s position. It has a cool thing where being past the reach of the gods explains why the Dragonlance gods keep falling in and out of contact with the plane, but the problem is that Krynn is not especially cold, and people expect Pluto to be cold. I think we can get away with the moons of Jupiter being temperate because, despite being quite a bit further from the sun than Earth, people don’t expect Jupiter to be cold. They do expect Pluto to be cold. Dragonlance, and especially other settings in the far system like Middle-Earth and Game of Thrones, really don’t want to be directly plugged into the greater solar community, though. Partly because having those settings included represents a level of gonzo that some people otherwise interested in the solar system syncretism will want to ignore, and partly because they’ll be changed unrecognizably by prolonged contact with the solar community, so the only way to meaningfully include settings like Middle-Earth is if players get to see the change as it happens.
- Mercury is still blank.
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