Normally I'm a huge fan of JB's as the old Blackrazor. But I have to say something in reference to his latest post:
Of course there is no magic in the D&D RULES. They are rules; they are mechanical and easily understood in nature. If you know the rules, there are only the levers. It's up to you and your players to make the magic happen.
That being said, that's just the way I want it. I want my D&D to be something to build off of. Something easily understandable that I can jazz up. It's a starting place, and it's all there in the first few pages of DUNGEONS & DRAGONS: Men & Magic (which I can't quote because I'm away from my books).
Basically it says, here's some building blocks. Now fuck them up.
That's what I want. Something to mash and sift through. Something I can turn into my own but still stay on the same page as my players. In essence, I want to game with enough sub-systems and moving parts that I can remove some, add some new one, and make my own damn magic.
And guess what? It's easy.
Ian's 9-Step Recipe for a Magical Game:
1. Throw out the Monster Manual and throw out Mythology
2. Write up 10 new monsters in their place*
3. Throw out the spell lists
4.Write up 6 new spells for level 1-3 in their place*
5. Throw out the magic items and the ability to easily identify them
6. Write up 10 new magic items*
7. Make up 10 NPCs that could seamlessly be plugged into a Jack Vance novel (are smart, scheming ass holes only out for themselves)*
8. Use funny voices.
9. Have fun and don't take the game too seriously
*Add more of these as necessary