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Psion as Wizard archetype − Happy Fun Hour
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<blockquote data-quote="AmerginLiath" data-source="post: 7410586" data-attributes="member: 777"><p>To add one point to my earlier thought, the changing idea of the multiverse in D&D from 2nd Edition on reflects the homogenization of both fantasy and the game world. Even looking only at the upcoming Tome of Foes (to say nothing of Planescape and Spelljammer), we see that the multiverse in D&D has for a generation been a collection of “D&D worlds” with levels of variations of the same conceits. Compare that to original blend, when one reads stories of the Lake Geneva campaign, of venturing to Oz or Murlynd getting his six guns from Boot Hill (complete with switching game books). When the conceits of fantasy involved multiverses like those of Moorcock, Zelazny, or Poul Anderson (where different worlds were totally different even if connected) and characters might travel to and adventure in a time or place totally different than there own (the Connecticut Yankee in King Arthur’s Court motif), that informed the game very differently than a more clearly Tolkienesque model where everywhere and when follow the same rules (including a single model of magic, the Weave).</p><p></p><p>Consider that the Dungeons & Dragons cartoon itself followed the logic of Three Hearts & Three Lions in sending the characters to another time and place to realize their adventures, something that the logic of the current (or even recent d20-era) game doesn’t consider.</p></blockquote><p></p>
[QUOTE="AmerginLiath, post: 7410586, member: 777"] To add one point to my earlier thought, the changing idea of the multiverse in D&D from 2nd Edition on reflects the homogenization of both fantasy and the game world. Even looking only at the upcoming Tome of Foes (to say nothing of Planescape and Spelljammer), we see that the multiverse in D&D has for a generation been a collection of “D&D worlds” with levels of variations of the same conceits. Compare that to original blend, when one reads stories of the Lake Geneva campaign, of venturing to Oz or Murlynd getting his six guns from Boot Hill (complete with switching game books). When the conceits of fantasy involved multiverses like those of Moorcock, Zelazny, or Poul Anderson (where different worlds were totally different even if connected) and characters might travel to and adventure in a time or place totally different than there own (the Connecticut Yankee in King Arthur’s Court motif), that informed the game very differently than a more clearly Tolkienesque model where everywhere and when follow the same rules (including a single model of magic, the Weave). Consider that the Dungeons & Dragons cartoon itself followed the logic of Three Hearts & Three Lions in sending the characters to another time and place to realize their adventures, something that the logic of the current (or even recent d20-era) game doesn’t consider. [/QUOTE]
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