BryonD said:
Not really what I was getting at. Truename and staves for magic are still pretty plot neutral. But AU has Diamond Throne stuff built into it much more tightly than the PH has Greyhawk or FR built into it. Ceremonial feats and wise noble giants and everthing else is just always coming back to the specific predefined setting.
Its not in any way like your hands are tied and I'm not saying that. I can take the magister out of Diamond Throne if I want to. But there was plenty of stuff in AU that if I wanted to take it out of AU, I'd need to take DT out of it first. Not the end of the world by any stretch. But there is PLENTY of other good D20 stuff out there. So I don't see any reason to bother with baggage.
The PH has default fluff. Au has mechanically built in fluff.
How are wise noble giants any more setting-specific than orc-hating elves or giant-fighting dwarves? How are ceremonial feats any more setting-specific than clerics that turn undead or rangers that dual-wield, have animal buddies, and cast spells?
I see all the stuff you're talking about, but i think it's merely different than what's in D&D3E, not any more prevalent or more-strongly integrated. It's just that you're used to D&D tropes. Give both rulebooks to someone who's never played any RPG, and has no familiarity with them, but has read lots of [non-TSR/WotC] fantasy fiction, and i'm willing to bet that they'd both be seen to have a lot of bizarrely-arbitrary tropes. If anything, i'd expect AU to be seen as less alien.
Or, to put it another way, here's a brief list of stuff that is D&D-specific:
clerics that cast "divine" spells
clerics that turn undead
clerics that are highly-skilled warriors
rogues that sneak-attack, regardless of their sort of roguishness
rangers that are magical
rangers that are animal-friends
druids that shapechange
lack of animist spirits
presence of discernable gods
elves that're basically long-lived nature-loving humans (but not "better" than humans)
D&D-style gnomes
D&D-style halflings
dwarves that get bonuses to fight giants
wizards that're wusses
bards that have magical ability distinct from their musical ability
half-orcs
paladins as divine warriors
the spelllist is full of setting assumptions--*way* too many to bother listing anywhere
dragons that're intelligent and spell-casting (and color-coded)
That's just a few of the more-obvious examples, off the top of my head. Yes, it's true that a lot of those are not unique to Greyhawk--but they are, nonetheless, almost never found outside of D&D (and certainly not all of them, together). They give any setting that uses the rules, unaltered, a very distinct feel. Just as AU does.
As for baggage: I'm running an Al Qadim campaign right now. The old AD&D2 rules had a *lot* of baggage to excise to fit the setting. Frex, all the race relations had to be dumped. Starting from D&D3E would require about the same amount of change. Starting with AU, i had to make exactly 2 changes, fairly minor IMHO: dump one flavor of witch (winter) and one flavor of champion (magic). Oh, and one major change: introduce yak-men instead of harridans as the major creepy badguys--but they're not there in D&D3E, either. That was it. And a lot of the concepts in AU that are different from D&D3E were a perfect fit for the setting, and thus obviated the need to create a new chunk of mechanics (as would've been necessary with core D&D3E). Frex, AU already has a hero point system, which is a natural fit for the "calling on fate" concept in Al Qadim. Similarly, the races fit better into a pseudo-arabic setting than the D&D3e races do. That's just one example of taking a common fantasy setting from somewhere else, and AU is a better fit, "out of the box", than D&D3E.