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<blockquote data-quote="(un)reason" data-source="post: 6019620" data-attributes="member: 27780"><p><strong><u>Dragon Issue 293: March 2002</u></strong></p><p></p><p></p><p>part 3/10</p><p></p><p></p><p>Wills are tough to make. Particularly when they're not being done by the deceased, as in Zogonia. </p><p></p><p></p><p>At the table: Oooh, they actually remembered to scan in the bonus stuff this month. Nice. So here's a whole bunch of little gridded locations for your PC's to wander and have fights in, presumably scaled to the size of the current D&D minis line. That could come in handy. Course, printing it out I'd have to be careful about getting the scale right, but I think that's a solvable problem. That adds a mark or so to this issue. </p><p></p><p></p><p>Dork tower does nothing to improve the image of gamers in the eyes of their SO's. </p><p></p><p></p><p>Small gods: Animistic cosmologies are pretty common in fantasy universes. Being able to talk not just to big gods, but a whole range of smaller demigods and lesser spirits that extends all the way down to ones of individual objects that a starting PC could beat up no trouble opens up a lot of plot opportunities. It also makes the world feel literally alive, as you know there's always a ton of things surrounding you, watching. In that kind of environment, superstition can thrive, because particular gods are not omniscient or omnipresent, so you might get a result for your observances and offerings, but then again, you might not. You also have to constantly do your research to keep up with the local spirits, which means the DM may need to do more improvising to answer the players questions. So while some writers may set it as default, getting heavily into animism does take quite a lot of work. So the main value of this article is that it's one of those ones that can get you to examine your unconscious assumptions, and play with them deliberately. What will you make of this idea, and how will it differ from the standard stereotypes?</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6019620, member: 27780"] [B][U]Dragon Issue 293: March 2002[/U][/B] part 3/10 Wills are tough to make. Particularly when they're not being done by the deceased, as in Zogonia. At the table: Oooh, they actually remembered to scan in the bonus stuff this month. Nice. So here's a whole bunch of little gridded locations for your PC's to wander and have fights in, presumably scaled to the size of the current D&D minis line. That could come in handy. Course, printing it out I'd have to be careful about getting the scale right, but I think that's a solvable problem. That adds a mark or so to this issue. Dork tower does nothing to improve the image of gamers in the eyes of their SO's. Small gods: Animistic cosmologies are pretty common in fantasy universes. Being able to talk not just to big gods, but a whole range of smaller demigods and lesser spirits that extends all the way down to ones of individual objects that a starting PC could beat up no trouble opens up a lot of plot opportunities. It also makes the world feel literally alive, as you know there's always a ton of things surrounding you, watching. In that kind of environment, superstition can thrive, because particular gods are not omniscient or omnipresent, so you might get a result for your observances and offerings, but then again, you might not. You also have to constantly do your research to keep up with the local spirits, which means the DM may need to do more improvising to answer the players questions. So while some writers may set it as default, getting heavily into animism does take quite a lot of work. So the main value of this article is that it's one of those ones that can get you to examine your unconscious assumptions, and play with them deliberately. What will you make of this idea, and how will it differ from the standard stereotypes? [/QUOTE]
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