w_earle_wheeler
First Post
I voted "D&D Tradition" but to me that would also include modern fantasy literature. This is because the original D&D was influenced heavily by the popular fantasy literature of the time.
It seems that the current 4e design (and late 3.5 design) is making the same mistake that 2e did: the designers seem to be working in enclosed RPG space. That is, their ideas are evolving from games (D&D mechanics and MMORPGs) instead of literature.
The most grievous example of this is the endless and lazy compounding of words in order to make new "fantasy" words. The inclusion of things such as "city magic" (Cityscape, not 4e) and "emerald frost" are other metagenre offenses that belong on the face of a magic card, not in a RPG.
Looking toward a game mechanic for design inspiration -- or converting information from a video game which was influenced by D&D to begin with -- dilutes the final product more than it refines it. It becomes a process of "I want to create something that will allow for a certain mechanical combination of numbers" first and a flimsy justification for its inclusion second.
It seems that the current 4e design (and late 3.5 design) is making the same mistake that 2e did: the designers seem to be working in enclosed RPG space. That is, their ideas are evolving from games (D&D mechanics and MMORPGs) instead of literature.
The most grievous example of this is the endless and lazy compounding of words in order to make new "fantasy" words. The inclusion of things such as "city magic" (Cityscape, not 4e) and "emerald frost" are other metagenre offenses that belong on the face of a magic card, not in a RPG.
Looking toward a game mechanic for design inspiration -- or converting information from a video game which was influenced by D&D to begin with -- dilutes the final product more than it refines it. It becomes a process of "I want to create something that will allow for a certain mechanical combination of numbers" first and a flimsy justification for its inclusion second.