[AU] What's Arcana Unearthed all about?


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I'm still not sure about AU.

I think it must be a solid product since many other publishers are already offering to support it, but I think this is one product that I will have to see before making a decision.

My gaming group doesn't usually go for magic-rules variants, and I'm a bit skittish with regard to non-d20 products, even if they are OGL. (Yes, I know I should probably get over this, but I am what I am. :) )

This should probably be asked in the Industry Forum, but in general, how are sales of strictly OGL products vs. those with the d20 logo? Games like the EverQuest RPG are OGL (and I have not purchased it), but not d20. I'm wondering how sales of something like the OGL EverQuest compares with the d20 Scarred Lands. And do any of my fellow EN-worlders use any non-d20 OGL items in their d20 campaigns?
 

DaveMage said:
My gaming group doesn't usually go for magic-rules variants, and I'm a bit skittish with regard to non-d20 products, even if they are OGL. (Yes, I know I should probably get over this, but I am what I am. :) )
You have to remember, there are two reasons to go strictly OGL (no d20 logo). 1) You want to change character generation in ways significant enough that referring to the PH is not helpful. 2) You want to create a complete game book so the reader doesn't have to refer to the PH. AU is using reason 2 (I think). I doubt that chargen has any significant differences in AU. Monte just wanted an alternative PH. At least that's my understanding.
 

To expand on Thrommel's original post and to address concerns about OGL vs D20 that some people migh have, the following questions and answers below are right from the AU FAQ on Monte's site.

Q: Is this a d20 product?

A: No. It's been created under the Open Gaming License, but not under the d20 License. Basically, the main difference is that under the OGL, we can provide character creation rules.


Q: Is it a stand-alone game?

A: Yes, actually, although it utilizes core rules familiar to most players, and it can also be used as a supplement for existing Open Game Content games.


Q: Is this just another book of classes, spells, and feats?

A: No. It is quite literally a variant player's handbook. You can use this instead of the player's handbook you have. All the races and classes and rules in this book have been designed to form a cohesive whole. They are balanced to work together and created to be complete in this book. That is to say, there are no traditional "roles" you'd like a fantasy game to fill that this book doesn't cover -- but it covers them in a way that is unique. People who want to play spellcasters can choose to be runethanes, who draw their magical power from symbols and sigils, or a witch who not only casts witchcraft spells but manifests one of many types of specific and mysterious witchery powers. Those who favor the more heroic warrior can play an unfettered, who uses wild tactics as well as grace and speed in combat, or a totem warrior, who calls upon the power of a particular animal spirit to grant him special -- often savage -- powers. And this is only the start.


Q: I already have a player's handbook. Won't I be purchasing a lot of the same material twice?

A: Not really. Every class in Arcana Unearthed is completely new. Every race (except humans) is completely new. Magic works differently. Most of the feats are different. There are even some interesting changes to the skills and the combat system. You don't have to utilize all the changes if you don't want to (the classes, feats, spells, and so on will work with the traditional rules), but the material offers you some interesting options. Besides, if, as a player, you choose to use a race and class from the Malhavoc Handbook, you'll then have everything you need in one book rather than two.

Me again. In short, if you want to publish some stuff (like character generation rules) you must use the OGL. It is not a repudiation of the D20 license at all. Just a different set of rules governing what can be published.

And don't be apprehensive about AU. While it is published under the OGL, it is compatible with core 3.0 and 3.5 without hardship or trying to turn the system on it ear. During our group's playtest, we used a mixture of core 3.0 classes and AU classes without problems. The AU spell system can be adapted to a 3.0 campaign without much trouble (in fact, our group is using the AU magic system in our standard 3.0 campaign - we like it that much!)

Hope this answers any questions that people may have about OGL and 3.0/3.5 compatibility.
 

Yes, I have seen that FAQ already, but without seeing exactly what that translates to in the actual product, I still have the reservations I indicated above.
 

I think people are really going to be impressed with the magic system, but I understand the 'wait-and-see' attitude.

I think there are two audiences for AU. There are those who want to shake up their game and inject some discovery and wonder back into their gaming. AU does a terrific job of breaking the traditional D&D tropes and replacing them with fresh concepts. Those are the people who are going to carry AU in their gaming bag and leave their PHB at home.

Then there are the scavengers, who still want their familiar 3E, but just want to tweak it a bit. Hey, we've all been in that boat. AU is still a good fit because the fundamental mechanics are all the same, but you can just lift the meaty chunks you want to use. Don't want animorphic races in your campaign? Don't use them. Want ceremonial feats, but you're not a fan of talents? No problem.

I guess what I'm saying is, it's not an 'all-or-nothing' proposition. You can explore an AU-only game, but if that's not your gig, the book has plenty to offer the DM who's very particular about customising his game.

-Thrommel
 

Thrommel said:
I think people are really going to be impressed with the magic system, but I understand the 'wait-and-see' attitude.

I guess what I'm saying is, it's not an 'all-or-nothing' proposition. You can explore an AU-only game, but if that's not your gig, the book has plenty to offer the DM who's very particular about customising his game.
-Thrommel

That's good to hear, and I know that Monte certainly has the talent to pull off a product of this nature, but I'll be curious to see how this and the accompanying products will work with a "standard" D&D game.
 

blackshirt5 said:
Wow. This just seems so much like an unpaid-for ad then that it's not funny.

We hashed this out in the Mods forum (as Monte was polite enough to ask beforehand). The general policy is that if the thread adds something to the discussion of RPGs in general (for example, how one might use something in AU or should one choose AU or 3.5) then it's acceptable. If it's just a press release, then it's more appropriate in the publisher's forum.
 

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