Dannyalcatraz said:
No, not at all. I'm merely stating that in RW physics the rules are the same everywhere, whereas in a world with magic, they may not be.
The physics are not different from place to place. Magic is just subject to local conditions. The local conditions don't exempt these regions from having the physics apply to them. The moon has lower gravity than the earth but both environments exist within the same physical system. Wild magic and and dead magic zones aren't locally different physics; they are locally different conditions within the same system of physics.
Rather than rebutting each of your alleged universal laws in a repetitive way, I'll just rebut the one I can challenge in the fewest words:
Statement 3) assumes only that entropy is still in effect, so a creature must seek energy sources outside its own body. That energy source need not be food- it could be solar radiation, magic, alpha waves, whatever.
A Xorn needs to eat!? Given that D&D is premised on a system on physics that has more in common with Aristotle than Einstein, why is it necessary to import our world's energy conservation laws into D&D?
OK, that's a pretty factual statement that I can accept as true. I wouldn't want to GAME in that world- that kind of world would be pretty bland since the rule eliminates a LOT of cultural variation.
Well, by limiting some possibilities, we expand others. You have your own set of cultural universals premised on a physics that strongly resembles that of our world. You are assuming that switching to a different sociological or physical model that I am only shutting down possibilities for difference when, of course, my motivation for doing so is to open up new ones.
No. For the most part, all he has to do is design a character and ask me where such a character may be found as a point of origin If there is NO place in my campaign world in which such a PC could be found, THEN I have to step into the PC creation process.
Well, there is also the problem of how the character got from his point of origin to the place where the party and adventure are. For instance, in the real world, the 14th century had an urban culture in which there were essentially no domestic animals. But one couldn't create a party adventuring on the Pontic Steppe with a character from that culture in it because there would be no way to explain what an Aztec would be doing there.
This also presumes a pretty geographically big world, another thing that's up for grabs. LeGuin's Earthsea, for instance, is a world which radically limits the PC's culture of origin. Yet, I think it would be a great place to play.
Example: I was entering a pretty vanilla D&D campaign and the PC I designed appeared to be a female drow Mu/Th. In "actuality," the PC was an android from another dimension that had been programmed to be an NPC female drow Mu/Th in a LARP game that had somehow wound up in the campaign world...and it was utterly convinced that it was still in the game. At various points, the android would even discuss things or make comments that related to its percieved reality- and it had knowledge a drow Mu/TH shouldn't. Even its back-story was off kilter- while the android could recite its whole drow history, family, and why it didn't live in the old city anymore, no one in the campaign world had any idea of the places or events the drow was talking about- so the drow was written off as insane-by most.
Who was delusional- the android or everyone else- was NEVER answered.
Well, if that works for you...