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Unearthed Arcana Takes on Modern Magic
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<blockquote data-quote="SilentWolf" data-source="post: 7677839" data-attributes="member: 6785912"><p>I respect your opinion. I can't come here and tell you what to think or say what needs to be right for everyone. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p>I would just say that, in my opinion, exploring new flavor and genres takes nothing away from the default D&D experience. Instead, this kind of design solutions not only respect the Modular vocation of the new D&D, but also respect the needs of the widest range of players that costitute the D&D community (one of the most important design goals of the new D&D Edition was and is obtaining a game in witch all players can find what they need and search).</p><p></p><p>That said, is not unusual for game like D&D experimenting with genres.</p><p>Pathfinder have its Science Fantasy Setting, <a href="http://paizo.com/pathfinder/adventurePath/ironGods" target="_blank">Iron Gods</a>. </p><p>D&D has always done a bit 'of experiments, as we can see with Dark Sun, Planescape and Spelljammer. A Modern setting will be a bigger step compared to the past, but it is not so incomprehensible considering 3 factors:</p><p></p><p>1) In many cases Fantasy, Sci Fi and Modern settings have much in common with each other.</p><p></p><p>2) Today Modern and Sci Fi flavors are back to being a major source of inspiration for the players of the new generations (and not only for them), the ones that are primary D&D targets. There are today more Urban Fantasy source of Inspiration, than classic Fantasy ones.</p><p></p><p>3) WotC owns D20 Modern. For WotC is more convenient save money designing Modern Rules for a Modular D&D (like said, Modularity was a declared game design goal), instead of design a whole new RPG which implies an increase of production costs.</p><p></p><p>I know, you have your opinion and is right that you defend it. I think, however, that an UA occasionally dedicated to non Fantasy rules don't weakens the fantasy rules realeses, considering that Fantasy rules are the majority of D&D rules. Instead, some occasionally non Fantasy rules allows players like me to have a little bit of what they need. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="SilentWolf, post: 7677839, member: 6785912"] I respect your opinion. I can't come here and tell you what to think or say what needs to be right for everyone. ;) I would just say that, in my opinion, exploring new flavor and genres takes nothing away from the default D&D experience. Instead, this kind of design solutions not only respect the Modular vocation of the new D&D, but also respect the needs of the widest range of players that costitute the D&D community (one of the most important design goals of the new D&D Edition was and is obtaining a game in witch all players can find what they need and search). That said, is not unusual for game like D&D experimenting with genres. Pathfinder have its Science Fantasy Setting, [URL="http://paizo.com/pathfinder/adventurePath/ironGods"]Iron Gods[/URL]. D&D has always done a bit 'of experiments, as we can see with Dark Sun, Planescape and Spelljammer. A Modern setting will be a bigger step compared to the past, but it is not so incomprehensible considering 3 factors: 1) In many cases Fantasy, Sci Fi and Modern settings have much in common with each other. 2) Today Modern and Sci Fi flavors are back to being a major source of inspiration for the players of the new generations (and not only for them), the ones that are primary D&D targets. There are today more Urban Fantasy source of Inspiration, than classic Fantasy ones. 3) WotC owns D20 Modern. For WotC is more convenient save money designing Modern Rules for a Modular D&D (like said, Modularity was a declared game design goal), instead of design a whole new RPG which implies an increase of production costs. I know, you have your opinion and is right that you defend it. I think, however, that an UA occasionally dedicated to non Fantasy rules don't weakens the fantasy rules realeses, considering that Fantasy rules are the majority of D&D rules. Instead, some occasionally non Fantasy rules allows players like me to have a little bit of what they need. :) [/QUOTE]
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