From a game ideas standpoint, there are some interesting artifacts and situations which could be used in a lower magic setting. For example having to abide by the rules of fairy land when dealing with the fae, or using teleporting gates in combat. The One Power from Wheel of Time is massively more powerful than standard D&D magic, as magic users can pretty much do whatever they want until they become exhausted, and magic items exist to increase both their ability to "channel" the power, and their skill in doing so.
There are also some interesting sections about dealing with the impacts of adventurers in previously underutilized portions of a kingdom, as Elyane has to deal with the Black tower being constructed in one part of Andor, and the possible secession of another portion, as the Two Rivers becomes more important. This could be useful in a game where the heroes are starting to set up their strongholds, or try to subvert the power of the state for their own ends.
Now I am well into Citadel of the Autarch
2 comments:
Reading now as my first ebook experience. I haven't noticed the author change from Robert Jordan, but perhaps more so this book than number 12.
The thing I most noticed in #12 was that suddenly things started to happen... the previous books had been so very slow, and I nearly gave up the series in the 8-10 range. Now I can not wait for the end, just to see how things turn out.
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