ZeroGlobal2003
First Post
I just think you're getting this from the wrong angle.... I'm interested in knowing why the fact that WotC has done something inventive instead of just reprinting material offends you so much?
They didn't include it in a core book, and thus it is completely optional. You don't need to do anything to your campaign world to make it fit, you simply say it doesn't exist. Done.
If you want incarnum then you can explain it. Is magic divided into arcane and divine in your world? Do druids draw power from the land instead of deities? If they do then whats the problem with a new source of magic, or a new understanding of it? There is a whole chapter talking about just this thing: it has some good ideas and good ways to treat it.
I think with this book it takes a while for the ideas to ferment in your mind. Its not like psionics where you have a picture before you buy it. Its not like they stole a system from a cool book and then made rules for it. Its all new, and so you have to figure out what makes it cool for yourself. To me thats a couple of the PrCs and their associated groups. The Necrocarnate is a good villain, and actually gives a reason for them to kill randomly. The Umbral Disciple screams for a "dark avenger" Batman rip off with its "makes evil fear the dark" type attitude...
There are a couple of things that they could have done better to make this gel quicker, but the primary one for me is the art... Of the classes presented in the book (Incarnate, Soulborn, and Totemist) it seems like 60-80% of the art is of totemists, which really are the weirdest of the three classes presented. I think a better emphasis on art for the Incarnate and the Soulborn would make the book easier to swallow, and let people visualize the very odd totemists in due time.
In the end its your choice. WotC did something new. You can use it or you can file in on the shelf next to the other books you don't use... if there aren't any then your world has more internal consistancy problems then you let on
Zero
They didn't include it in a core book, and thus it is completely optional. You don't need to do anything to your campaign world to make it fit, you simply say it doesn't exist. Done.
If you want incarnum then you can explain it. Is magic divided into arcane and divine in your world? Do druids draw power from the land instead of deities? If they do then whats the problem with a new source of magic, or a new understanding of it? There is a whole chapter talking about just this thing: it has some good ideas and good ways to treat it.
I think with this book it takes a while for the ideas to ferment in your mind. Its not like psionics where you have a picture before you buy it. Its not like they stole a system from a cool book and then made rules for it. Its all new, and so you have to figure out what makes it cool for yourself. To me thats a couple of the PrCs and their associated groups. The Necrocarnate is a good villain, and actually gives a reason for them to kill randomly. The Umbral Disciple screams for a "dark avenger" Batman rip off with its "makes evil fear the dark" type attitude...
There are a couple of things that they could have done better to make this gel quicker, but the primary one for me is the art... Of the classes presented in the book (Incarnate, Soulborn, and Totemist) it seems like 60-80% of the art is of totemists, which really are the weirdest of the three classes presented. I think a better emphasis on art for the Incarnate and the Soulborn would make the book easier to swallow, and let people visualize the very odd totemists in due time.
In the end its your choice. WotC did something new. You can use it or you can file in on the shelf next to the other books you don't use... if there aren't any then your world has more internal consistancy problems then you let on

Zero