This post over at Huge Ruined Piled has got me thinking about psionics again. Or rather it's intensified my latest bout of thinking about psionics. I make no secret of the fact that I've always loved psionics in D&D. I know all the arguments against them, the only truly cogent one being that the old school implementation of them, whether in Eldritch Wizardry or AD&D, never really worked, but I've never understood the notion that psionics "don't fit" D&D. I mean, I can understand not using psionics in every D&D campaign, but I'd argue that the list of things that genuinely "don't fit" D&D in any absolute sense is vanishingly small.
My own renewed interest in psionics is twofold. First, ever since my stillborn attempt to produce an old school psionics system for use with the retro-clones, I've thought that I ought to revisit the topic from a slightly different angle. Second, without revealing too much to my players, I think there's definitely a place for psionics in my Dwimmermount campaign. Indeed, over the last few sessions, I've found myself thinking that I really need to come up with a psionics system that "feels right," so that I won't miss the opportunity to introduce it into the campaign when the moment arises.
So far, though, I don't have any new insights into the topic and so I'm left more or less where I was last time. I remain committed to using Eldritch Wizardry's system as a starting point, because, to me anyway, that funky system has a great deal of flavor that I want to preserve. Figuring out a way to preserve that flavor and create something that's, well, actually playable and isn't a bookkeeping nightmare. Beyond that, I am not yet sure how to proceed, but it's something I am cogitating upon a lot these days, so don't be surprised if you see a bunch of psionics posts here over the next couple of weeks.