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RE: [WW] Magic in the Trenches




> I have tried to stay quiet about this whole 'Magic' thing...but I cannot any
> longer. My personal feeling (which does not in any way reflect how Pinnacle
> feels about this subject) about this is that I think Magic in Weird Wars,
> especially Weird War II must be kept to a minimum. Weird Wars is a
> Historical Horror RPG, not D&D. Now I am not saying that there shouldn't be
> some, but I think that when you see the finished book, you will understand
> me, and my point better.

I see your point. I see it, love it, bury it in the garden and lament it 
every morning. Ahem.

Seriously, the term d20 still means D&D to a lot of people, when in fact 
they are nothing alike. d20 implies that you are using the core system 
with some changes, not the content of that system (i.e. the classes, 
items or whatever). Which is probably why some people expect to see
a lot of magic in Weird Wars. What they don't understand though, is that 
to comply with the d20 license you are only limited in the rules you add, 
not the ones you drop.

Personally, I wouldn't mind if the Nazis' occult interests amounted to 
some seriously disastrous spellcasting, but as said before on this list, 
they should not be able to send Magiegruppe 6 into battle. 

Crayne
http://www.crayne.nl - The BlackLight Bar