GnomeWorks
Adventurer
Magic is mysterious and nobody is a complete expert on the endless variations of freakish creatures living in the corners and cracks of the world. But really, I just like treating D&D like an episode of Lost.![]()
D&D lost the whole "magic is mysterious" when they codified exactly what wizards could and could not do.
You may enjoy attempting to recapture the "magic is mysterious" feel. IMC, magic is - usually - just as predictable as technology. It has set methodologies and set spells, which produce predictable results.
Are there wildcards? Yes. These are the exception, not the rule.
the_orc_within said:This sort of thing really depends on the group, and the DM/player "contract".
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I'd be bored stiff with out a little fluffing by the DM. (Ahem.)
You say this like the only place to introduce world flavor is by screwing around with the thematic aspect of well-known and well-understood game mechanics.
My setting is by no means "boring," at least not in my own opinion. I have heavily modified the 3.5 ruleset, approaching my revamp with the belief that mechanics should reflect flavor: our psionics system, for instance, is nothing like our magic system, because they are two distinct things.
I could just reskin magic to make psionics. That, however, feels cheap to me, and I would much rather prefer having a mechanical grounding for the differences between the two.
interwyrm said:If the game is a tactical simulator, then being able to easily identify threats is extremely important.
If the game is a way to tell a story about "real" characters, then refluffing the familiar to induce a sense of wonder is not only desirable... it is *necessary*.
Thanks for the assumption about my playstyle!
Inducing a sense of wonder != stories about "real" characters. You can have interesting and well-developed characters and "stories" without resorting to screwing around with the mechanical underpinnings of the game by messing with thematic elements.
"Wonder" is by no means necessary to the game, just as combat is not.