|For some time now, a major source of core income for WoTC (Wizards of the Coast) has been their cheap plastic collectable minatures line for D&D. For those that use minatures they are a cheap alternative (although I still prefer Dennis Loubet's Cardboard Heroes [a pity they were stolen whole by a previous game group]). Now one of the reasons for this was that WoTC hadn't produced |
anything of real significance beyond the 3rd edition rule books. Opening your game system to other designers to play in, as they have done, means that you have a downright Darwinian competition amongst game settings, and, frankly Eberron doesn't cut it compared to some of the other product out there. And there are only somany rule supplements and clarifications on the basic rule system that the punters can be made to buy.
|( The D&D Alignment meme ) as yanked from whiteadelphi via a few intervening stops.|
In my last D&D-style campaign I retained an alignment matrix (usually to describe society rather than the individual), but it was a triangle (sitting on it's point). Moving to the left increased your "goodness," moving to the right increased your "evilness." Moving up increased your "order," and moving down increased your "chaos." Thus something purely good or evil could only exist in an ordered society; within a chaotic society things were neither good nor evil. In the campaign, humans (the dominant culture) represented order/good, goblins represented order/evil, and the elves/faerie represented chaos. When faerie interacted with people they generally imitated the dominant human society, but polarised to the poles of good and evil. However they never truly understood either, and would switch "sides" at the rop of a hat if they thought it was what should be done.
Incidentally, almost from the first time I ran D&D, orcs were generally the good guys and elves the evil bastards you couldn't trust as far as you could see them. An accident of history, but one which indelibably marks most of the high fantasy games (at least those that feature orcs and elves) that I run.
|Quite a few years ago I was developing a multiversal RPG game. I gave the term "Omegahedron" to the construct that defined the relationship between universes. It even gave it's name to my (very) short-lived campaign/rules magazine, "The Omegahedron Chronicles." |
What was interesting was to discover that someone had modelled a regular 11-cell totally-symmetrical 4D object, and that it looks scarily similiar to my sketches of the form of the omegahedron, especially the interaction of cell vertices.
Then again, in my game this hendecatope (to borrow the proposed name of the construct), was actually supposed to be the 4D shadow of a higher 5D regularly symmetrical object, but I was only concerned with the local set of universes in the game, those accessable through the "local hypercell."
The actual graphic is not identical, but I can now see how the local cluster of universes would have fitted together. As to whether it could be used to create a higher dimensional construct, I'll leave that matter to those people more skilled in hyperspatial geometries than me.