Bah. Who cares about D&D 3.5? Monte's Arcana Unearthed will be much cooler.


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Hmmm...

For fresh and vibrant and new, you should be buying games that are not D&D-related at all. After all, by extension, Arcana Unearthed is "just" another "D&D derivative".

Devil's advocate, here, BTW.

I love just about all RPGs, and am looking forward to both the d&d revisions and the AU release.
 

Buying both is fine, as long as lots and lots of people buy AU. I have a vested interest in the success of AU:

The more people who buy it, the more product support there will be. And I want to buy lots of it! :)

I am so tired of dwarves, elves, and all the rest. AU will be a breath of fresh air. I hope to see lots of support for AU.
 
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Geoffrey said:
I am so tired of dwarves, elves, and all the rest. AU will be a breath of fresh air. I hope to see lots of support for AU.

Then go buy Savage Species instead:P

Like I've go no doubt that AU will be a fine alternate SETTING but I really don't see it being anything overly innovative.
There are already a plethora of alternate races, core classes, magic systems etc etc and its great to see that AU is pulling together various ideas into a single package but its really no more special than say Slaine or some other alternate setting

PS Slaine is wonderful and innovative - go buy that too:D
 

Hmmm....it looks like a bit more to me than that. And I havent seen that many alternate D20 magic systems...especialy not good ones which I think AU might well be.
Count me in the eventualy buying both camp :D
 

Why, yes...

I'm excited by the impending release of 3.5, but I'm yet even more still excited by Arcana Unearthed. If I had to choose between AU and the 3.5 books, I'd take AU hands down.
 

Geoffrey said:
Buying both is fine, as long as lots and lots of people buy AU. I have a vested interest in the success of AU:

The more people who buy it, the more product support there will be. And I want to buy lots of it! :)

I am so tired of dwarves, elves, and all the rest. AU will be a breath of fresh air. I hope to see lots of support for AU.

Talislanta...... fourth edition

here's the blurb on the back

"Extensive World Setting
Updated Rules System
Still No Elves"

www.talislanta.com


joe b.
 

Merlion said:
Hmmm....it looks like a bit more to me than that. And I havent seen that many alternate D20 magic systems...especialy not good ones which I think AU might well be.
Count me in the eventualy buying both camp :D

What more do you see compared to, say, Wheel of Time?

New classes...check
New races...check
New high quality magic system with scaling spells...check
Assorted Rules variants...check
Tied together with a campaign setting...check
No elves...check
Usable alone or by borrowing interesting parts...check

So far, the only thing that makes AU qualitatively different is that it's OGL and will get better support both in-house and 3rd party.

Once could do a roughly similar comparison against Slaine, Sovereign Stone, or Swashbuckling Adventures/Swashbuckling Arcana as well. Furthermore, all four of these examples provide nice (and distinct) alternate magic systems.

Out of the five I've mentioned in this post, I'd personally go for Arcana Unearthed last. From what I've know so far from the design diaries, the other three are a little more to my taste. It seems from the ideas presented so far like the races and classes are trying too hard to be different. I like things that resonate in some way with various archetypes and images that I already have in my cultural awareness. None of the AU stuff hits me for some reason.

In addition, the design principle is to create the rules first, and then mold the creative ideas around the rules. Example: http://www.montecook.com/diary.html The game mechanics seem to stick intrusively out of all the ideas like the haunches of a starving cow. Of course I understand that this is just a design diary and not representative of the final product, so I will wait and see. There's still a lot of fattening up for ol' Bessie yet, eh? In any case, should game mechanics generate the ideas, or should game mechanics flow from the needs of creative ideas? All four of the alternates I have suggested take the other approach, three of them because they are based on published works.

I do think it will be a really solid product, though, and I think lots of people will really enjoy it -- just not me. Who knows though? I'll take a look when it comes out and see what's what. Maybe I'll like it after all. I'd be really surprised if it was anything qualitatively different in concept from stuff already out there though.
 
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