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<blockquote data-quote="Vraille Darkfang" data-source="post: 2670704" data-attributes="member: 16989"><p>I picked it up.</p><p></p><p>Really regretted buying it on an intial read through. Seemed hokey and silly. Alignment restrictions that I couldn't understand. Visual effects/manifestations that seemd like Incanum is just Neon. I put it away.</p><p></p><p>Then I read it. Really read it, paying attention to the game mechanics & ignoring the silly fluff. The mechanics are sound. It's the flavor that is off.</p><p></p><p>Since I've had a 'magic' sytem in my game for several years my players only know as "Blood Magic" (or Soul Magic, though they didn't catch that term), I see the mechanics (aside from that alignment silliness) mesh close to the effects my players have seen from "Blood Magic" (which has entirely been DM Fiat, Storyline, no rules what-so-ever; which is why I've never sent a 'Blood Mage' against the party, I've never worked out the rules).</p><p></p><p>The rules work (aside from the whole, "you refuse to work with anyone of 7 of the possible 9 alignments). The fluff just really, really, does absolutley nothing for me (esp the glowing neon lights all Incarnum seem to have all over themselves). Actually, it does do something for me, it just wasn't positive.</p><p></p><p>So, I'm going to use it. I'm just ignoring all the fluff parts (which as its a good chunk of the book) makes this a No recommendation from me.</p></blockquote><p></p>
[QUOTE="Vraille Darkfang, post: 2670704, member: 16989"] I picked it up. Really regretted buying it on an intial read through. Seemed hokey and silly. Alignment restrictions that I couldn't understand. Visual effects/manifestations that seemd like Incanum is just Neon. I put it away. Then I read it. Really read it, paying attention to the game mechanics & ignoring the silly fluff. The mechanics are sound. It's the flavor that is off. Since I've had a 'magic' sytem in my game for several years my players only know as "Blood Magic" (or Soul Magic, though they didn't catch that term), I see the mechanics (aside from that alignment silliness) mesh close to the effects my players have seen from "Blood Magic" (which has entirely been DM Fiat, Storyline, no rules what-so-ever; which is why I've never sent a 'Blood Mage' against the party, I've never worked out the rules). The rules work (aside from the whole, "you refuse to work with anyone of 7 of the possible 9 alignments). The fluff just really, really, does absolutley nothing for me (esp the glowing neon lights all Incarnum seem to have all over themselves). Actually, it does do something for me, it just wasn't positive. So, I'm going to use it. I'm just ignoring all the fluff parts (which as its a good chunk of the book) makes this a No recommendation from me. [/QUOTE]
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