While you have been dodging poisoned darts ... haggling with henchmen ... recovering from grievous wounds ... hauling back copper pieces in 50 pound sacks or on your own personal floating disk ... blasting monsters with the same old reliable spells, day in day out ... hoping to dig up some old scrap or spellbook by slaying in cold blood another dungeon-grubbing junior wizard ...
THEY - your classmates who stuck around - have been writing letters, making friends in high places, getting library doors opened for them - sitting down at table every day with a dozen or so high intelligence grinds, the best in their class - eating, drinking and sleeping magic 18 hours a day, 365 days a year.
What do you think they have been learning?
Do you think it possible that the sum total of Magic is not contained, even as a tangible fraction, within the Players' Handbook? Do you really think that's all there is, what they allow you dabblers to learn when you come back to the academy to "level up" - as you so amusingly call it?
Do you think you may have to consult someone else, through long, bitter, trial and error experience, for the real Rules?
And - even when you become a Wizard - are you still going to be a roving, rootless, Schmendrick to them?
Researcher in social science and appreciator of hexy wargames, role playing games, interactive fiction, board games, and CCGs. I've learned a lot doing design and rules editing work on the side for the Legend of the Five Rings CCG. But this blog is mostly about other things.