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Unearthed Arcana Takes on Modern Magic
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<blockquote data-quote="Yaarel" data-source="post: 7678214" data-attributes="member: 58172"><p>It seems to me, the 5e Players Handbook has its cosmological setting flavor too specific and too deeply baked in, and is unsuitable for use for the other other settings that disresemble the polytheism of Forgotten Realms.</p><p></p><p>For this reason, other settings do benefit from having their own Players Handbooks, with the same rules mechanics featuring different flavors. (Additionally, it would be nice to have a 5e OGL that is just the rules with minimal setting assumptions.)</p><p></p><p>I hope to see a Modern Players Handbook, with all of the same rules with modern and near-future flavors, rewriting all of the classes.</p><p></p><p>But keep in mind, even a Modern ambiance must be usable for very different kinds of settings. Some Modern settings that come to mind right away are:</p><p></p><p><strong>Technotopia:</strong> magic as sufficiently advanced technology (my favorite). Compare research by Kurzweil and others.</p><p><strong>Superhero:</strong> magic and technology fuse. X-Men.</p><p><strong>Mind over Matter:</strong> magic as powers of the mind. Compare Chronicle and Push movies.</p><p><strong>Magical Realism:</strong> what if magic is real now, modern magic (love this setting flavor), compare Teen Wolf, Dresden Files, and Charmed Ones. Also compare the Twilight Zone, The Strange setting, and Urban Fantasy Romance genre such as the vampires of Twilight and the fae of the Fever novels.</p><p><strong>Magic versus Technology:</strong> compare the Amethyst setting.</p><p><strong>Cyberpunk Dystopia:</strong> compare the Shadow Run setting and the classic Blade Runner movie.</p><p><strong>Post-Apocalyptic:</strong> technological self-destruction causes new Dark Age (less favorite). Compare Gamma World and Thundarr the Barbarian.</p><p></p><p>And so on.</p><p></p><p>The point is, even the Modern Players Handbook needs to flavor all of the rules of play while being mindful that DMs will need to use these rules for very different kinds of settings.</p><p></p><p>So, Modern needs both an open-ended ‘setting neutral’ Players Handbook - plus separate Setting Guides for different kinds of specific settings.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7678214, member: 58172"] It seems to me, the 5e Players Handbook has its cosmological setting flavor too specific and too deeply baked in, and is unsuitable for use for the other other settings that disresemble the polytheism of Forgotten Realms. For this reason, other settings do benefit from having their own Players Handbooks, with the same rules mechanics featuring different flavors. (Additionally, it would be nice to have a 5e OGL that is just the rules with minimal setting assumptions.) I hope to see a Modern Players Handbook, with all of the same rules with modern and near-future flavors, rewriting all of the classes. But keep in mind, even a Modern ambiance must be usable for very different kinds of settings. Some Modern settings that come to mind right away are: [B]Technotopia:[/B] magic as sufficiently advanced technology (my favorite). Compare research by Kurzweil and others. [B]Superhero:[/B] magic and technology fuse. X-Men. [B]Mind over Matter:[/B] magic as powers of the mind. Compare Chronicle and Push movies. [B]Magical Realism:[/B] what if magic is real now, modern magic (love this setting flavor), compare Teen Wolf, Dresden Files, and Charmed Ones. Also compare the Twilight Zone, The Strange setting, and Urban Fantasy Romance genre such as the vampires of Twilight and the fae of the Fever novels. [B]Magic versus Technology:[/B] compare the Amethyst setting. [B]Cyberpunk Dystopia:[/B] compare the Shadow Run setting and the classic Blade Runner movie. [B]Post-Apocalyptic:[/B] technological self-destruction causes new Dark Age (less favorite). Compare Gamma World and Thundarr the Barbarian. And so on. The point is, even the Modern Players Handbook needs to flavor all of the rules of play while being mindful that DMs will need to use these rules for very different kinds of settings. So, Modern needs both an open-ended ‘setting neutral’ Players Handbook - plus separate Setting Guides for different kinds of specific settings. [/QUOTE]
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