Mean DM said:
I believe this argument can hold true for some high fantasy games too. While it is clear that a GnG game is not to your liking, why do you feel the need to disparage those that like it? The need to "screw over the players" is a DM trait and is not specific to any campaign style.
Cheers,
Mark
I would agree that high magic can fall flat, and can go over the top. The reason I come out so strong on this is that unlike high fantasy, no one ever seems to say that low magic can be bad.
While I would agree that the problems are tied to certain GM's. I'd also say the the style is also tied in many cases to those same GM's.
The GM's I've ranted against could never understand why we were bored. Would never even consider that they were running a game that just wasn't interesting. Didn't understand that they were using these terms as a way to crush the players.
They'd come out to boards like this and get reaffirmed that they were doing the right thing. That low level is the ultimate style. That we were just whiny players. No one ever said to them that the game is supposed to be fun for everyone not just the GM. In reality they were on an extended ego trip and games would end after a few sessions.
GM's go through several stages as they learn the game. First they go over the top. Everything is ok, the players are never challenged and the treasure is ridculous. The game falls flat, becomes a joke and the GM suddenly is faced with god like PC's that they can't challenge.
But then, many react back and take everything away. Call it the second stage of learning to be a GM. The problem is that many in this stage never realise that this is just as big a problem to the game as too high magic. They lean on the players and take away ability after ability until all you can do is literally sit at the table with folded arms and listen to them prattle on.
Hey, in their mind the problem is solved. The players aren't breaking the game and they are getting out their story. In discussions around the table I've called this subsituting low level with low magic. IE, you can't keep the players at low levels, so you take away abilities until they are essentially still low level.
If you don't want a world with Magic shops and insta raise dead potioin despensers modeled on soda machines, good for you. If you want tough encounters, good. I railed for this last week. But be honest with yourself as well. Are you nerfing teleport for flavor reasons, or because you'd rather be playing at low levels?
Disclaimer: broad strokes, doesn't apply to your game, etc.