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The planes of the Dungeons & Dragons roleplaying game constitute the multiverse in which the game takes place. Each plane is a universe with its own rules with regard to gravity, geography, magic and morality. [1]
The Manual of the Planes (abbreviated MoP [1]) is a manual for the Dungeons & Dragons role-playing game.This text addresses the planar cosmology of the game universe.. The original book (for use with Advanced Dungeons & Dragons 1st Edition) was published in 1987 by TSR, Inc. [2]
The standard Dungeons & Dragons (D&D) cosmology contains sixteen Outer Planes. [11] This cosmology is outlined in the Great Wheel model where the Outer Planes are arranged in a ring of sixteen planes with the Good-aligned planes (or Upper Planes) at the top, and the Evil-aligned planes (or Lower Planes) at the bottom.
The campaign setting was followed by a series of expansions detailing the Planes of Chaos (by Wolfgang Baur and Lester W. Smith), the Planes of Law (by Colin McComb and Baur), and the Planes of Conflict (by McComb and Dale Donovan). From 1994 to 1998, "Planescape was a major setting" for Dungeons & Dragons. [8]
The "World Axis" model of the planes, as described in the 4th edition Manual of the Planes (from Plane (Dungeons & Dragons)) Image 4 TSR, Inc. logo (from Dungeons & Dragons controversies ) Image 5 D&D uses polyhedral dice to resolve in-game events.
In the Dungeons & Dragons (D&D) fantasy role-playing game, rule books contain all the elements of playing the game: rules to the game, how to play, options for gameplay, stat blocks and lore of monsters, and tables the Dungeon Master or player would roll dice for to add more of a random effect to the game.
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