ColonelHardisson
What? Me Worry?
Bendris Noulg said:Well, to quote what you've said yourself...
*sigh*
First, yes, anyone can pick up magic. Yes, they have minimum stat requirements, but anyone with a 10 in any of those 3 Ability Scores can pick up a level of a casting class and gain various useful spells, and 11 just makes it sweet. Oh, hey... Got a 13? Might as well get 5 levels, than you can cast fireball and lightning bolt. Despite your claims to the contrary, even an abundance of trivial spells is still an abundance of spells.
And, no, changing spell levels isn't the "only" way to develop a different system. Mongoose's Elementalism has a variant within it. Sovereign Stone has another variant. Another can be found in Dragonlords of Melnibon'e. In a sense, Wheel of Time is different from the Core system. Even Call of Cthulu uses a variant magic system. Any one of these could be used instead of the Core System for spells and magic.
I myself use two variant systems (Elemental Sorcerers and fatigue-hindered Channelers) and have the groundwork for a variant psionics system developed. I've even considered an Arcane System based entirely on Spell Seeds that would cost Experience Points to use, thus mimicing the magical flavor of certain literature like in The Belgariad.
Is this metagame thinking? Only if you consider making the game different from the Default to be metagame thinking. But that's an interesting term, isn't it? Default, which basically means unchanged. The very use of that word indicates change can and will occur. Rule 0 indicates that the person that chooses such change is the DM. So how can this be metagame thinking? I'm not in a game right now. We're discussing rules. We're discussing the alteration of rules.
When rules are applied, be they Core, 3rd Party or homebrewed, you aren't metagaming. What you are doing is establishing a world environment in which the characters live and adventure. Whatever these rules are, the outlook and behavior of the characters will be effected. High Magic world? Magic and monsters shouldn't surprise the characters too much. Low Magic world? Magic and monsters should be terrifying and worrisome.
This isn't metagame thinking. Rather, it is the nature of the game.
Let's get on the same page. "Metagame thinking" means that decisions in-game are made using info about the game itself. That is, you say "anyone" can take magic, because the game lets you. I'm saying that everyone in the campaign world - the characters that inhabit the world - cannot all be spellcasters, either because they aren't smart enough or personally powerful enough or rich enough or culturally predisposed enough to do so. You're basing your entire assertion on what goes on in the game on information that the characters could not know, info that comes from outside the game - and by "game" I specifically mean the campaign world. That's metagaming. "In-game" usually means what is going on with the characters, not the players, and does not refer to the actual mechanics of the game itself. "Metagaming" is when someone uses knowledge that their character couldn't know - such as game rule knowledge.
And where did I make any claims "to the contrary" about and abundance of trivial spells not being an abundance of spells? You're reading too much into what I wrote that I did not say.