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Anubium Insights in Libris Mortis (WotC book)
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<blockquote data-quote="J Lloyd" data-source="post: 1944423" data-attributes="member: 5113"><p><strong>Going beyond the framework</strong></p><p></p><p>Alzrius:</p><p>"Forgive me if this seems somewhat cynical, but it seems to me that Dark Arts of Necromancy is what borrows from WotC, not the other way around."</p><p></p><p>No need to ask forgiveness, Alzrius. Your comments bring to the fore a lurking conceptual thought.</p><p></p><p>Talks with the writers for this work convince me that their work is genuinely reflective of the mechanical hintergrund pervading the fantasy d20 scene, by which I mean that many of their mechanics and spells just seem to flow from the foundation provided by the core rules. They didn't read any of the WotC material. Their ideas seem to be natural evolutions from what seems possible. Nothing really inventive, as one poster responds, just consistent with the game's arche, the game's mechanical framework. To be frank, it is the same feeling that I get when I first saw "innovations" like race-level advancement (taking two levels in lizard folk, etc.) and spell templates. What seems quite innovative is, in my mind, just a natural evolution from the base system. It was foreseen, and conceptualized, by many before it was even out by a major publisher. </p><p></p><p>Kudos for game publishers putting this out into the open (especially WotC, who provided the key worldview [read game mechanic philosophy] for this to happen). What concerns me is the natural evolution of ideas is, well, perhaps railroaded? Perhaps the system can only route people down a certain road. Or maybe it's just my own mind that is hinged to the conceptual rails and is unable to get off the tracks to tread new paths. If the former is true, there seems to be little room to manuever before the system possibilities are exhausted (has it already come to that?). If the latter, then my vision is just myopic!</p><p></p><p>In any case, can anyone think of a particular mechanic that seems to go outside the game's base framework to mold the core rules into something other than the creators' intentions? I'm trying to think of rules that are more than just additional layers, like templates or additional races. The epic level concept of spell seeds seems closer to what I was thinking.</p></blockquote><p></p>
[QUOTE="J Lloyd, post: 1944423, member: 5113"] [b]Going beyond the framework[/b] Alzrius: "Forgive me if this seems somewhat cynical, but it seems to me that Dark Arts of Necromancy is what borrows from WotC, not the other way around." No need to ask forgiveness, Alzrius. Your comments bring to the fore a lurking conceptual thought. Talks with the writers for this work convince me that their work is genuinely reflective of the mechanical hintergrund pervading the fantasy d20 scene, by which I mean that many of their mechanics and spells just seem to flow from the foundation provided by the core rules. They didn't read any of the WotC material. Their ideas seem to be natural evolutions from what seems possible. Nothing really inventive, as one poster responds, just consistent with the game's arche, the game's mechanical framework. To be frank, it is the same feeling that I get when I first saw "innovations" like race-level advancement (taking two levels in lizard folk, etc.) and spell templates. What seems quite innovative is, in my mind, just a natural evolution from the base system. It was foreseen, and conceptualized, by many before it was even out by a major publisher. Kudos for game publishers putting this out into the open (especially WotC, who provided the key worldview [read game mechanic philosophy] for this to happen). What concerns me is the natural evolution of ideas is, well, perhaps railroaded? Perhaps the system can only route people down a certain road. Or maybe it's just my own mind that is hinged to the conceptual rails and is unable to get off the tracks to tread new paths. If the former is true, there seems to be little room to manuever before the system possibilities are exhausted (has it already come to that?). If the latter, then my vision is just myopic! In any case, can anyone think of a particular mechanic that seems to go outside the game's base framework to mold the core rules into something other than the creators' intentions? I'm trying to think of rules that are more than just additional layers, like templates or additional races. The epic level concept of spell seeds seems closer to what I was thinking. [/QUOTE]
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