I
think I've already mentioned that one of the goals I set
for myself with Arcana Unearthed was to make things
a little less generic. Generic isn't bad, but if I were
to create some general fantasy classes and races, they'd
end up looking just like the existing classes and races.
To put it another way, the Player's Handbook already
does generic fantasy just fine. (One could argue that
D&D is not generic fantasy, but its own brand of fantasy
-- I'm not going to worry about semantics at the moment,
however.) One way to accomplish this goal involves tying
the rules a bit more closely to the setting -- or in this
case, to what I like to call the "implied setting."
Another
goal was to tailor the game to offer more interesting
activities in the "down time" between adventures.
I made this a goal because, without hefty DM intervention,
the game can devolve into an "Okay, next dungeon"
sort of feel. You finish one adventure, count your treasure,
and look for the next adventure. That's all right, but
it's not the feel I wanted for Arcana Unearthed.
I
addressed both these goals through the heavy reliance
on ceremony and ritual in both Arcana Unearthed
and its Diamond Throne setting. Rites of passage, social
ceremonies, and rituals with cultural importance are prevalent
in the flavor of the land. But taking that a step further,
they are also built into the rules.
For
example, gaining each of the giant's racial levels involves
a ceremony important to the giantish culture. Even more,
however, you'll see rituals as a part of the new feats
in the book -- specifically, the new "ceremony feats."
Ceremony
feats provide minor supernatural effects and can be obtained
only if the character goes through a special ritual (each
feat has its own ritual requirements). These ceremonies
provide an impetus for a character to come back to civilization
-- performing the ceremony requires the character to get
involved in the local culture to some extent. (The rituals
also provide DMs with adventure hook opportunities, in
that PCs will need to get ingredients and develop relationships
with people to help with ceremonies. Plus, you can set
adventures using the rituals as backdrop.)
Now,
of course, DMs and players can choose to "gloss over"
the ceremonies and just play the game as normal if they
want. But it's all there to give things more flavor, and
to bond the PCs with a part of the society around them.
I
should mention that even a character's discovery of his
or her own truename comes as a part of the "naming
ceremony" held for everyone, except those who choose
to be Unbound -- which is to say, they have no truename.
What's
that? I haven't told you about truenames yet? Well then,
I guess I know what to write in next week's diary....
DESIGN
DIARY PAST ENTRIES
*
Things That Rules Take Away -- March
21, 2003
"There
are aspects of fantasy roleplaying that rules, inadvertently,
can actually take away...."
*
Still Talking Classes -- March 13,
2003
"I've
saved some of the best classes for last. Let's talk
about the runethane, the mage blade, and the witch...."
*
More Classes -- February 27, 2003
"This
time, I want to tell you about some of the other classes:
akashics, magisters, and greenbonds...."
*
Build a Better Fighter -- February
23, 2003
"The
title this week is facetious. It really should be 'build
a different fighter'...."
*
The Magic Balancing Act -- February
13, 2003
"In
Arcana Unearthed I'm introducing a new method
of magic item pricing. First, I streamlined the item
creation feats..."
*
More Magic -- January 23, 2003
"This
week, I thought I'd talk more about the new magic system
in Arcana Unearthed."
*
Magic -- January 17, 2003
"As
a designer, magic in Arcana Unearthed posed a
huge challenge. I knew that I wanted to ditch the Vancian
system...."
*
Design Decisions, Part Two -- December
24, 2002
"Here's
a bit more discussion of some of the general issues
I faced as I began designing Arcana Unearthed...."
*
Design Decisions, Part One -- December
19, 2002
"Before jumping into another big area of Arcana
Unearthed's design, like classes or the magic system,
I thought I'd discuss some of the general issues I faced
as a designer starting the book...."
*
Arcana Unearthed Races -- December
5, 2002
"I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names...."