Apparently Planescape will finally be here in late October. It’s embarrassing but I’ll probably order it if only for the Character Sheet Options and the Dice. But for the actual content, both crunch and fluff, what do you want? I’m sure they’ll expound on Sigil and the 5e incarnation of the Lady of Pain, but I also want more info on the greater Cosmology, the State of the Blood War and it’s participants (the Fiends), and the Heavens Above with the Angels. Also on the various methods people use for Planeshopping and any other organizations or hubs within the Wheel. Do you think I’ll get that with any real sense of original quality? The last time I saw such was in the 4e DMG (4e was amazing on the fluff), and I’ve seen precious little in 5e.
Don’t know what we will actually get but besides the base 3 worlds (FR, Krynn, ) we have Ebberon, Wildemont, Ravenloft, Ravnica, Theros, Strixhaven, Exandria, the Radiant Citadel world, to to fit in just for the material plane. Then we need to see haw spelljammer fits, and how places like the Feywild and Shadowfell fit in before even really moving to the inner and outer planes - should be interesting to see.
They're following the Spelljammer formatting which is disappointing, I can see WotC doing a sort of false equivalency thing when dart boarding what D&D to return to, I guess it makes the product development cycle easier to manage if you stick to a template, but Planescape is just a much richer setting than Spelljammer and very different tonally. All that said, if I could be WotC's product dictator, I'd be fine with them doing another three "volume" slipcase that would have fit perfectly fine in a single book. BUT then, we take the good move I think they did with the Domains of Delight book, and use that as precedent for building out Planescape through supplements. One for each plane, and then go onto supplements for the varying "dramas" taking place over the Planes (to include the role of Sigil and the factions). So you'd get a book for each elemental plane, each outer plane, the echo planes (fey and shadow) of the prime material. Then something on the Blood War, the Gith wars amongst themselves, the Great Modron March, etc. Domains of Delight opens up this possibility, it'd be cool to see. Also don't rush it.
One of my favorite DMsGuild's authors has pretty much already done this, largely taking a bunch of planes and some planescape lore and making it more 5e adventurable, let's see how the "pros" do it.
I dread we are going to see something as integral to the setting as factions be reduced to not much more than a paragraph for each of them.
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INSPIRATIONS:Clark Ashton Smith, Mervyn Peake, Jack Vance, Michael Moorcock, Fritz Leiber, M. John Harrison, Gene Wolfe, Steven Brust, Terry Pratchett, China Miéville.
I dread we are going to see something as integral to the setting as factions be reduced to not much more than a paragraph for each of them.
Sadly "this". I'd have loved Spelljammer to get a decent treatment/revamp/update. I really think it was poor and nowhere near worth the price tag - but that's been covered elsewhere.
It's going to need 10/10 reviews across the various media I follow and trust and I just know it will be that (maybe) paragraph of alleged "lore". I did get some pretty reasonable results asking chatGPT for "Spelljammer ship combat mechanics" and "Spelljammer ship statistics" for 5e, so... there's that. I wish I was joking, but I'm not.
I'll see how the Giants book turns out, but I give up on WOTC for new products, I'm just here for Campaign Management, the forum and morbid curiousity to see just how hard things can be run into the ground.
They're following the Spelljammer formatting which is disappointing, I can see WotC doing a sort of false equivalency thing when dart boarding what D&D to return to, I guess it makes the product development cycle easier to manage if you stick to a template, but Planescape is just a much richer setting than Spelljammer and very different tonally. All that said, if I could be WotC's product dictator, I'd be fine with them doing another three "volume" slipcase that would have fit perfectly fine in a single book. BUT then, we take the good move I think they did with the Domains of Delight book, and use that as precedent for building out Planescape through supplements. One for each plane, and then go onto supplements for the varying "dramas" taking place over the Planes (to include the role of Sigil and the factions). So you'd get a book for each elemental plane, each outer plane, the echo planes (fey and shadow) of the prime material. Then something on the Blood War, the Gith wars amongst themselves, the Great Modron March, etc. Domains of Delight opens up this possibility, it'd be cool to see. Also don't rush it.
One of my favorite DMsGuild's authors has pretty much already done this, largely taking a bunch of planes and some planescape lore and making it more 5e adventurable, let's see how the "pros" do it.
I am excited for the Planescape update and looking forward to what I assume will be an introductory adventure for it in the WotC product, but my expectation is that we're only going to get some fairly light Sigil-specific lore given the product's page count and make-up. I would love to be proven wrong on that.
If you have a recommendation on DM's Guild for someone who has pulled together lore on various planes and made them "5e adventurable" I'd really appreciate knowing whose products you like. That sounds like an awesome series.
They're following the Spelljammer formatting which is disappointing, I can see WotC doing a sort of false equivalency thing when dart boarding what D&D to return to, I guess it makes the product development cycle easier to manage if you stick to a template, but Planescape is just a much richer setting than Spelljammer and very different tonally. All that said, if I could be WotC's product dictator, I'd be fine with them doing another three "volume" slipcase that would have fit perfectly fine in a single book. BUT then, we take the good move I think they did with the Domains of Delight book, and use that as precedent for building out Planescape through supplements. One for each plane, and then go onto supplements for the varying "dramas" taking place over the Planes (to include the role of Sigil and the factions). So you'd get a book for each elemental plane, each outer plane, the echo planes (fey and shadow) of the prime material. Then something on the Blood War, the Gith wars amongst themselves, the Great Modron March, etc. Domains of Delight opens up this possibility, it'd be cool to see. Also don't rush it.
One of my favorite DMsGuild's authors has pretty much already done this, largely taking a bunch of planes and some planescape lore and making it more 5e adventurable, let's see how the "pros" do it.
Planescape didn't go into that level of detail in 2nd Edition. No way we'd see one plane per book implemented in 5E.
DriveThruRPG has PDF copies of the 2nd Edition stuff up, and since most of the Planescape sourcebooks were pure fluff there's very little that would need to be changed for a 5E campaign.
Personally, I'm mostly hoping for 5E updates for the Planescape races that haven't been ported over yet (and for them to not go with the exceedingly boring "Glitchling" as the official name for rogue modrons), backgrounds, feats, and subclasses for different Factions, and proper 5E stats for more Celestials, Elementals, and upper-rank modrons.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Planescape was only good in it's first iteration. Like, basically everything D&D. So this new thing will be crap, and I want nothing to do with it. I'll pick, like, maybe monsters and stuff? Possibly. But as you might understand, my expectations are below awful.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
For those wanting more lore etc, bear in mind that Planescape is 50% longer for the lore book than Spelljammer (Spelljammer was 64 pages, Planescape will have 96).
I'm not going judge either way since I'm pretty unfamiliar with Planescape, but that's the scope you're working with. The judgement is whether that's plenty of space to be get enough quality in to be good or not. I'd be shocked if 64 pages would be ever be worth it, but it's whether those extra 32 pages will be enough.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Planescape was only good in it's first iteration. Like, basically everything D&D. So this new thing will be crap, and I want nothing to do with it. I'll pick, like, maybe monsters and stuff? Possibly. But as you might understand, my expectations are below awful.
Below awful is probably being generous.
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INSPIRATIONS:Clark Ashton Smith, Mervyn Peake, Jack Vance, Michael Moorcock, Fritz Leiber, M. John Harrison, Gene Wolfe, Steven Brust, Terry Pratchett, China Miéville.
Ha! I'm always impressed when someone is even more of a grognard than I am. But then again, your nick us Sun Winks Out Forever. Good show =D
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I think you guys underestimate the value of what we got in 3e, and especially the fluff of 4e, but I don’t disagree that a lot of what’s been provided in 5e (creatively wise) has been really lacking. Curse of Strahd still ranks as the best Official 5e Adventure (released how long ago?) and part of the reason for its continued popularity stems most from the creative support it’s received from the community.
For those wanting more lore etc, bear in mind that Planescape is 50% longer for the lore book than Spelljammer (Spelljammer was 64 pages, Planescape will have 96).
I'm not going judge either way since I'm pretty unfamiliar with Planescape, but that's the scope you're working with. The judgement is whether that's plenty of space to be get enough quality in to be good or not. I'd be shocked if 64 pages would be ever be worth it, but it's whether those extra 32 pages will be enough.
I wasn't aware of this change - really glad to hear it. That still does not sound like a "lot", but 50% more is, well, quite a bit more.
What will be included in the new Planescape 5e materials?
Planescape: Adventures in the Multiverse will be a three-book slipcase that includes two 96-page books, a 64-page book, a DM screen and a poster map. Each of the books is as follows:
Sigil and the Outlands: This 96-page sourcebook offers detailed campaign information and really serves as an introduction to the Planescape setting, offering background on the lore, history, NPCs and locations. The book also offers new rules and player options.
Morte’s Planar Parade: This 64-page book is essentially the Monster Manual for the new Planescape setting, detailing the various creatures that inhabit the city of Sigil and the nearby regions.
Turn of Fortune’s Wheel: This 96-page adventure is designed to introduce new players to the world of Planescape. The adventure finds the players forced to uncover the mystery behind a “glitch” in the reality of the multiverse, with much of the action taking place in the Outlands.
Yeah, 96 for the guide book is sitting a little better for me. The 128 page setting sections of Spelljammer (IE the bits you'd normally get in a setting book, the guide and the bestiary but not the adventure) was really problematic, but I was pulled in by Spelljammer Academy. 192 pages for the setting sections is still short (compare to VRGtR which was 256), but if they cram stuff in and make it high quality stuff...I can maybe live with that (depends on Planescape and how much it requires to be run well...as I said, I'm not familiar with it at all).
It's short, but it's not the obviously-dire-just-from-the-page-count that Spelljammer was. I won't preorder, but depending on how people react upon its release and seeing a bit more of it, it's a possible purchase for me.
Getting back to topic...I'm not entirely sure. That's not a pessimistic appraisal of my expectations, but I know so little that I just can't put firm things down. I want enough lore and crunch that I can confidently run a game in Planescape and know what I'm aiming for. I want to know enough to make a fun and engaging campaign.
I guess this release of Planescape can't ever be enough to do that. It covers such a large space that a single publication, even if it were 400 pages l, wouldn't be able to do it justice - at least without focusing on one or two planes like they did with FR and Toril in 5e.
I suppose a better format for me would the kind that MidPlat mentioned - a cheap base book, then a volume for each plane that can be bought separately. Wouldn't result in a nice bookshelf collection though.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
They're following the Spelljammer formatting which is disappointing, I can see WotC doing a sort of false equivalency thing when dart boarding what D&D to return to, I guess it makes the product development cycle easier to manage if you stick to a template, but Planescape is just a much richer setting than Spelljammer and very different tonally. All that said, if I could be WotC's product dictator, I'd be fine with them doing another three "volume" slipcase that would have fit perfectly fine in a single book. BUT then, we take the good move I think they did with the Domains of Delight book, and use that as precedent for building out Planescape through supplements. One for each plane, and then go onto supplements for the varying "dramas" taking place over the Planes (to include the role of Sigil and the factions). So you'd get a book for each elemental plane, each outer plane, the echo planes (fey and shadow) of the prime material. Then something on the Blood War, the Gith wars amongst themselves, the Great Modron March, etc. Domains of Delight opens up this possibility, it'd be cool to see. Also don't rush it.
One of my favorite DMsGuild's authors has pretty much already done this, largely taking a bunch of planes and some planescape lore and making it more 5e adventurable, let's see how the "pros" do it.
Planescape didn't go into that level of detail in 2nd Edition. No way we'd see one plane per book implemented in 5E.
DriveThruRPG has PDF copies of the 2nd Edition stuff up, and since most of the Planescape sourcebooks were pure fluff there's very little that would need to be changed for a 5E campaign.
So 1.) this is a wish list of what we'd like to see and I think I make it clear that it's wishful thinking. 2.) Despite that, I do lean toward plausibility by using Domains of Delight's guide to creating Feywild Domains as precedent for what I'd like to see in Planescape. Domains of Delight has something like under 30 pages of material dedicated to creating Feywild domains, the rest of the book is support for Wild Beyond the Witchlight. Those 30 pages are very close approximate to the amount of attention each plane got in Planescape through books like Planes of Chaos, etc (I'd say Planescape gives a bit more per plane because the writing is denser than 5e style). Sure people could mine DMsGuild for the reprints (I have), but stat blocks aside in adventures and the main set, even the lore stuff have info on the way different planes alter the effects of magic that aren't compatible with 5e. So, while yeah, it's likely not going to happen, it would nevertheless be pretty cool for the Domains of Delight experiment to be taken as precedent for a fuller treatment of the planes than Planescape is going to likely do.
Personally, I'm mostly hoping for 5E updates for the Planescape races that haven't been ported over yet (and for them to not go with the exceedingly boring "Glitchling" as the official name for rogue modrons), backgrounds, feats, and subclasses for different Factions, and proper 5E stats for more Celestials, Elementals, and upper-rank modrons.
I'm curious as to whether the factions will be as dense as the original. I'm guessing not, at best getting something like the way the Forgotten Realms factions are treated in Forgotten Realms lore, maybe, if they think it went well with Dragonlance, we might get a faction background with a feat progression. Really the Planescape factions creates a lot of tension with the 5e "post alignment" tendency. Spelljammer gave us six races, I imagine Planescape may do something similar, or bring in some of the planar touched ideas we see floated in the first One D&D release.
I'm curious as to whether the factions will be as dense as the original. I'm guessing not, at best getting something like the way the Forgotten Realms factions are treated in Forgotten Realms lore, maybe, if they think it went well with Dragonlance, we might get a faction background with a feat progression. Really the Planescape factions creates a lot of tension with the 5e "post alignment" tendency. Spelljammer gave us six races, I imagine Planescape may do something similar, or bring in some of the planar touched ideas we see floated in the first One D&D release.
I'm not expecting significant density for the factions either, but really I think that because each faction is based on ideology they can still work in 5E's "post alignment" system. Certainly they can do so easier than the actual Planes that are supposed to be the physical incarnations of order, chaos, good, and evil.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
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Apparently Planescape will finally be here in late October. It’s embarrassing but I’ll probably order it if only for the Character Sheet Options and the Dice. But for the actual content, both crunch and fluff, what do you want? I’m sure they’ll expound on Sigil and the 5e incarnation of the Lady of Pain, but I also want more info on the greater Cosmology, the State of the Blood War and it’s participants (the Fiends), and the Heavens Above with the Angels. Also on the various methods people use for Planeshopping and any other organizations or hubs within the Wheel. Do you think I’ll get that with any real sense of original quality? The last time I saw such was in the 4e DMG (4e was amazing on the fluff), and I’ve seen precious little in 5e.
What do you want? What do you think we’ll see?
Don’t know what we will actually get but besides the base 3 worlds (FR, Krynn, ) we have Ebberon, Wildemont, Ravenloft, Ravnica, Theros, Strixhaven, Exandria, the Radiant Citadel world, to to fit in just for the material plane. Then we need to see haw spelljammer fits, and how places like the Feywild and Shadowfell fit in before even really moving to the inner and outer planes - should be interesting to see.
Wisea$$ DM and Player since 1979.
They're following the Spelljammer formatting which is disappointing, I can see WotC doing a sort of false equivalency thing when dart boarding what D&D to return to, I guess it makes the product development cycle easier to manage if you stick to a template, but Planescape is just a much richer setting than Spelljammer and very different tonally. All that said, if I could be WotC's product dictator, I'd be fine with them doing another three "volume" slipcase that would have fit perfectly fine in a single book. BUT then, we take the good move I think they did with the Domains of Delight book, and use that as precedent for building out Planescape through supplements. One for each plane, and then go onto supplements for the varying "dramas" taking place over the Planes (to include the role of Sigil and the factions). So you'd get a book for each elemental plane, each outer plane, the echo planes (fey and shadow) of the prime material. Then something on the Blood War, the Gith wars amongst themselves, the Great Modron March, etc. Domains of Delight opens up this possibility, it'd be cool to see. Also don't rush it.
One of my favorite DMsGuild's authors has pretty much already done this, largely taking a bunch of planes and some planescape lore and making it more 5e adventurable, let's see how the "pros" do it.
Jander Sunstar is the thinking person's Drizzt, fight me.
I dread we are going to see something as integral to the setting as factions be reduced to not much more than a paragraph for each of them.
INSPIRATIONS: Clark Ashton Smith, Mervyn Peake, Jack Vance, Michael Moorcock, Fritz Leiber, M. John Harrison, Gene Wolfe, Steven Brust, Terry Pratchett, China Miéville.
SYSTEMS: ShadowDark, C&C, AD&D.
GEAR: pencils, graph paper, dice.
Sadly "this". I'd have loved Spelljammer to get a decent treatment/revamp/update.
I really think it was poor and nowhere near worth the price tag - but that's been covered elsewhere.
It's going to need 10/10 reviews across the various media I follow and trust and I just know it will be that (maybe) paragraph of alleged "lore".
I did get some pretty reasonable results asking chatGPT for "Spelljammer ship combat mechanics" and "Spelljammer ship statistics" for 5e, so... there's that.
I wish I was joking, but I'm not.
I'll see how the Giants book turns out, but I give up on WOTC for new products, I'm just here for Campaign Management, the forum and morbid curiousity to see just how hard things can be run into the ground.
https://wulfgold.substack.com
Blog - nerd stuff
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A.I. art - also nerd stuff - a gallery of NPC portraits - help yourself.
I am excited for the Planescape update and looking forward to what I assume will be an introductory adventure for it in the WotC product, but my expectation is that we're only going to get some fairly light Sigil-specific lore given the product's page count and make-up. I would love to be proven wrong on that.
If you have a recommendation on DM's Guild for someone who has pulled together lore on various planes and made them "5e adventurable" I'd really appreciate knowing whose products you like. That sounds like an awesome series.
Planescape didn't go into that level of detail in 2nd Edition. No way we'd see one plane per book implemented in 5E.
DriveThruRPG has PDF copies of the 2nd Edition stuff up, and since most of the Planescape sourcebooks were pure fluff there's very little that would need to be changed for a 5E campaign.
Personally, I'm mostly hoping for 5E updates for the Planescape races that haven't been ported over yet (and for them to not go with the exceedingly boring "Glitchling" as the official name for rogue modrons), backgrounds, feats, and subclasses for different Factions, and proper 5E stats for more Celestials, Elementals, and upper-rank modrons.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Planescape was only good in it's first iteration. Like, basically everything D&D. So this new thing will be crap, and I want nothing to do with it. I'll pick, like, maybe monsters and stuff? Possibly. But as you might understand, my expectations are below awful.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
For those wanting more lore etc, bear in mind that Planescape is 50% longer for the lore book than Spelljammer (Spelljammer was 64 pages, Planescape will have 96).
I'm not going judge either way since I'm pretty unfamiliar with Planescape, but that's the scope you're working with. The judgement is whether that's plenty of space to be get enough quality in to be good or not. I'd be shocked if 64 pages would be ever be worth it, but it's whether those extra 32 pages will be enough.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Below awful is probably being generous.
INSPIRATIONS: Clark Ashton Smith, Mervyn Peake, Jack Vance, Michael Moorcock, Fritz Leiber, M. John Harrison, Gene Wolfe, Steven Brust, Terry Pratchett, China Miéville.
SYSTEMS: ShadowDark, C&C, AD&D.
GEAR: pencils, graph paper, dice.
Ha! I'm always impressed when someone is even more of a grognard than I am. But then again, your nick us Sun Winks Out Forever. Good show =D
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I think you guys underestimate the value of what we got in 3e, and especially the fluff of 4e, but I don’t disagree that a lot of what’s been provided in 5e (creatively wise) has been really lacking. Curse of Strahd still ranks as the best Official 5e Adventure (released how long ago?) and part of the reason for its continued popularity stems most from the creative support it’s received from the community.
I wasn't aware of this change - really glad to hear it. That still does not sound like a "lot", but 50% more is, well, quite a bit more.
Wait, are you sure Planescape has a 96 page book? I thought the three folios were all 64 pages.
Interesting. Just confirmed via Bell of Lost Souls it’s supposed to have a 96 page Gazeteer, Adventure, and a 64 page Monstrous Compendium.
I am seeing this from dungeonsanddragonsfan.com:
What will be included in the new Planescape 5e materials?
Planescape: Adventures in the Multiverse will be a three-book slipcase that includes two 96-page books, a 64-page book, a DM screen and a poster map. Each of the books is as follows:
The full link if anyone is interested
https://dungeonsanddragonsfan.com/planescape-5e-dnd-2023/#:~:text=What%20will%20be%20included%20in,screen%20and%20a%20poster%20map.
Yeah, 96 for the guide book is sitting a little better for me. The 128 page setting sections of Spelljammer (IE the bits you'd normally get in a setting book, the guide and the bestiary but not the adventure) was really problematic, but I was pulled in by Spelljammer Academy. 192 pages for the setting sections is still short (compare to VRGtR which was 256), but if they cram stuff in and make it high quality stuff...I can maybe live with that (depends on Planescape and how much it requires to be run well...as I said, I'm not familiar with it at all).
It's short, but it's not the obviously-dire-just-from-the-page-count that Spelljammer was. I won't preorder, but depending on how people react upon its release and seeing a bit more of it, it's a possible purchase for me.
Getting back to topic...I'm not entirely sure. That's not a pessimistic appraisal of my expectations, but I know so little that I just can't put firm things down. I want enough lore and crunch that I can confidently run a game in Planescape and know what I'm aiming for. I want to know enough to make a fun and engaging campaign.
I guess this release of Planescape can't ever be enough to do that. It covers such a large space that a single publication, even if it were 400 pages l, wouldn't be able to do it justice - at least without focusing on one or two planes like they did with FR and Toril in 5e.
I suppose a better format for me would the kind that MidPlat mentioned - a cheap base book, then a volume for each plane that can be bought separately. Wouldn't result in a nice bookshelf collection though.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
The Adventure will also be interesting, as some of the best adventures are an expansion with detail on the gazetteer.
I'd love to see the factions from 2e as backgrounds/
So 1.) this is a wish list of what we'd like to see and I think I make it clear that it's wishful thinking. 2.) Despite that, I do lean toward plausibility by using Domains of Delight's guide to creating Feywild Domains as precedent for what I'd like to see in Planescape. Domains of Delight has something like under 30 pages of material dedicated to creating Feywild domains, the rest of the book is support for Wild Beyond the Witchlight. Those 30 pages are very close approximate to the amount of attention each plane got in Planescape through books like Planes of Chaos, etc (I'd say Planescape gives a bit more per plane because the writing is denser than 5e style). Sure people could mine DMsGuild for the reprints (I have), but stat blocks aside in adventures and the main set, even the lore stuff have info on the way different planes alter the effects of magic that aren't compatible with 5e. So, while yeah, it's likely not going to happen, it would nevertheless be pretty cool for the Domains of Delight experiment to be taken as precedent for a fuller treatment of the planes than Planescape is going to likely do.
I'm curious as to whether the factions will be as dense as the original. I'm guessing not, at best getting something like the way the Forgotten Realms factions are treated in Forgotten Realms lore, maybe, if they think it went well with Dragonlance, we might get a faction background with a feat progression. Really the Planescape factions creates a lot of tension with the 5e "post alignment" tendency. Spelljammer gave us six races, I imagine Planescape may do something similar, or bring in some of the planar touched ideas we see floated in the first One D&D release.
Jander Sunstar is the thinking person's Drizzt, fight me.
I'm not expecting significant density for the factions either, but really I think that because each faction is based on ideology they can still work in 5E's "post alignment" system. Certainly they can do so easier than the actual Planes that are supposed to be the physical incarnations of order, chaos, good, and evil.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.