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Obscure elements of D&D you would love to rescue
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<blockquote data-quote="Walker N. Waistz" data-source="post: 5915335" data-attributes="member: 5727"><p>The entirety of GAZ3: The Principalities of Glantri for basic D&D, including:</p><p> - Schools of magic as actual schools/secret societies, with initiations and ranks</p><p> - Rival noble houses of magic-users, secretly infiltrated by families of werewolves, vampires, traitorous elves, and at least one radioactive lich(!)</p><p> - Settings built to generate crazy numbers of adventures, like a school of magic filled with intrigue and peril (detailed when JK Rowling was still a starving college student) or a capital city built over the power-source of an ancient craft, which has become a path to godhood for wizards powerful enough to master it</p><p> - Crazy magic items like a tiny alchemical laboratory in a battle, from which you remove your homunculous with a pair of tweezers to enlarge the magic potions he's made for you</p><p> - Princedoms of magic-user supremacists who kill clerics on sight - one of which is ruled by magical colonists from Clark Ashton Smith's Averoigne setting (aka the medieval French wizard family from the classic module Castle Amber)</p><p> - Glorious Stephen Fabian artwork - it is crazy to me that the guy who created the look of Ravenloft no longer draws for D&D</p><p></p><p>None of that is system stuff, but it is all part of a design philosophy where anything was possible and nothing was too outlandish to fit within the rules.</p></blockquote><p></p>
[QUOTE="Walker N. Waistz, post: 5915335, member: 5727"] The entirety of GAZ3: The Principalities of Glantri for basic D&D, including: - Schools of magic as actual schools/secret societies, with initiations and ranks - Rival noble houses of magic-users, secretly infiltrated by families of werewolves, vampires, traitorous elves, and at least one radioactive lich(!) - Settings built to generate crazy numbers of adventures, like a school of magic filled with intrigue and peril (detailed when JK Rowling was still a starving college student) or a capital city built over the power-source of an ancient craft, which has become a path to godhood for wizards powerful enough to master it - Crazy magic items like a tiny alchemical laboratory in a battle, from which you remove your homunculous with a pair of tweezers to enlarge the magic potions he's made for you - Princedoms of magic-user supremacists who kill clerics on sight - one of which is ruled by magical colonists from Clark Ashton Smith's Averoigne setting (aka the medieval French wizard family from the classic module Castle Amber) - Glorious Stephen Fabian artwork - it is crazy to me that the guy who created the look of Ravenloft no longer draws for D&D None of that is system stuff, but it is all part of a design philosophy where anything was possible and nothing was too outlandish to fit within the rules. [/QUOTE]
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