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Worlds of Design: How Subtle is Your Sorcery?
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<blockquote data-quote="Ath'kethin" data-source="post: 9538508" data-attributes="member: 6798775"><p>I loved the idea of spell components when I first read the Dragonlance Chronicles (not realizing at the time what D&D was or that the books had anything to do with it). The need to have specific, bizarre items in order to make magic happen just seemed so . . . <em>realistic</em>, and was a novel concept for 11-ish year old me. </p><p></p><p>When I started running [2nd Edition A]D&D a few years later, I was a stickler for spell components. My players were game enough, and we kept careful track of who had what and in what quantities. But as time went on (and once I obtained and read the Basic D&D <em>Rules Cyclopedia</em>), I started to care less and less about it. And these days, some 30 years after I started, that level of pickiness and micromanagement just seems like whole lot of work.</p></blockquote><p></p>
[QUOTE="Ath'kethin, post: 9538508, member: 6798775"] I loved the idea of spell components when I first read the Dragonlance Chronicles (not realizing at the time what D&D was or that the books had anything to do with it). The need to have specific, bizarre items in order to make magic happen just seemed so . . . [I]realistic[/I], and was a novel concept for 11-ish year old me. When I started running [2nd Edition A]D&D a few years later, I was a stickler for spell components. My players were game enough, and we kept careful track of who had what and in what quantities. But as time went on (and once I obtained and read the Basic D&D [I]Rules Cyclopedia[/I]), I started to care less and less about it. And these days, some 30 years after I started, that level of pickiness and micromanagement just seems like whole lot of work. [/QUOTE]
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