THE UR-GODS: Matter, Time, Energy, Thought, & Entropy

In the Rules Cyclopedia, there is a section on anti-magic that explains what is is in terms of RC Basic D&D game. And in that explanation, is brings up that all creatures on the prime material plane are made of four components: matter, time, energy, and thought, but that creatures in the astral plane might lack one of those components. Here is the passage below:


It is interesting here that one could devise a pantheon of gods around these 5 forces. But given that they are so primal and foundational, I view them as the D&D version of the Greek Titans. They are the gods of gods, but more specifically, they are forces that underpin the gods. And I see them as also falling along the Law-Neutral-Chaotic axis presented in basic: Matter & Time (Lawful), Energy & Thought (Neutral), and Entropy (Chaotic). 

So could these be the gods of a campaign? Are these concepts too abstract for players to role-play? And why do they all still allow turn undead?

And I think it might be interesting to consider monster design in terms of taking a vanilla creature and removing one of those 4 forces. Like, what do you get if you take "frog, giant" and remove matter, energy, time, or thought?

3 comments:

  1. Well, now I'm going to be haunted by the thought of a sentient frog who never has a material manifestation.

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    1. Perhaps when it whips out its energy tongue it can wrap it in the matter of our reality and pull victims through dimensions?

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  2. That's exactly what I do in my game. There's the immortals and then there's the creators/old ones/true gods one associated with each sphere(with the addition of life/spirit) unknowable and far above them

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