The Culture of D&D Ethnicity in Tales from the Rookery | World Anvil

The Culture of D&D

When magic returned to the world, we needed to learn a great deal about it very quickly. We went to the resources we knew and attempted to apply scientific principles to it in order to determine what would work and what wouldn't reliably. The problem is that magic isn't science and it isn't predictable. We found many resources to test; fantasy, religion, D&D and other role playing systems, video games, and old books on magical topics which were thought to be imagination.   One of the groups that had great success with the revival of magic were the D&D players. It turns out that far more people had at least some exposure to D&D and RPG lifestyles than was known and that they had preserved a great number of spells and theories that worked with the return of magic. They had records of ley lines and places of power. Most of these maps appeared to still be correct. They had the foundational principles of magic documented and while some had 'house rules' that did not work, others had created very successful systems that worked in the new magical world.   Oddly, the return of magic in no way hindered the newfound popularity of D&D. People who had no magic would play casters, people who were magical beings would play humans [this is ironic since when we were all human no one wanted to do that!]. As people play and created new rules they are at the forefront of research into how we interact with the magical world and how we are impacted. It is no infrequent that those who play D&D experience transformation while playing a character to which they feel a close connection. People have transformed physically and become practitioners on the spot which has led to some very interesting situations.

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