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The Difficulties Of Running Low Magic Campaigns
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<blockquote data-quote="lewpuls" data-source="post: 7737172" data-attributes="member: 30518"><p>I recently talked with a gamer who's often full of unusual, and sometimes impractical, ideas. He asked me about the difficulties of running a medieval-style low-magic D&D campaign. <strong>Lord of the Rings</strong> had to come up in the conversation, because it's the most well-known low magic fantasy setting in existence. If you take a <em>functional</em> rather than emotional view of the characters, in First Edition <strong>D&D</strong> terms Aragorn amounts to a seventh level ranger and Gandalf the Grey to an eighth level cleric with a Ring of Fire, and other characters are similarly low level. (I'll discuss in detail this another time.) Magic and "super-power" is immensely rare in this setting.</p><p></p><p style="text-align: center">[ATTACH]94991[/ATTACH]</p><p>[PRBREAK][/PRBREAK] </p><p>It should be easier to run a low magic rather than a high magic campaign because the powers of both characters and opponents are unlikely to get out of hand. But as for <strong>recruiting </strong>players for such a campaign…that could be difficult in 2018. (Keep in mind, he's a college student and is likely to have players who are college students, not older players.)</p><p> </p><p>The fundamental problem with a low magic campaign is that people have been "trained" to expect high magic by video RPGs and MMOs, and by video games in general, that are often designed to reward rather than challenge players. In other words, the low magic campaign will feel much too "tame", too dull, too slow, too "lame". Yes, it can be just as dangerous as any other campaign, but I suspect most players are not looking for danger any more when they play RPGs, again as encouraged by video games (where you can never lose).</p><p> </p><p>Will players go for a game where there isn't a "loot drop" with every monster, without magic items by the bucket load?</p><p> </p><p>In CRPG/MMOs leveling is what it's all about, the destination (which is maximum level) not the journey. Yet in order to run a low magic campaign you probably have to have low level characters, and that means they can't level up every other session or sooner. How will this sit with people who are accustomed to computer RPGs?</p><p> </p><p>Perhaps it can work if you tell the players before the campaign starts that it's a military style campaign, that the party is like an elite combat unit (Navy SEALs, SAS, and such) trying to accomplish a series of dangerous but vital missions. Or perhaps they're like elite mercenaries doing the same thing. In other words, you can try to train the expectations of the players, but you're up against their experience, which will often include lots of computer RPGs.</p><p> </p><p>My advice to my friend was to make small differences in capability from one level to the next, to let the players level up with some frequency, but to make magic items very rare, as in LOTR. If the players think of themselves as special service troops/elite mercenaries, perhaps that will work.</p><p> </p><p>Improvement of characters is a pillar of RPGs. If they can only rarely improve via magic item collection, they're left with money collection or improved inherent capabilities (stronger, sneakier, better defenders, etc.). An alternative way to run a low-magic campaign might be to let the players begin as extraordinarily capable characters (compared with ordinary people) who don't really change much. They would be like James Bond and other long-running movie and comic book characters (Indiana Jones, Black Widow), and heroes of many novels. If players aren't focused on leveling up, they could actually have adventurous fun!</p><p> </p><p>Another way is to emphasize collection of wealth, where players become merchant magnates or buy into the nobility or become leaders of mercenary armies. The ultimate goal might be to run their own small country.</p><p> </p><p>I should think some readers have tried low-magic medieval-style campaigns. How well did they work out?</p><p></p><p><em>contributed by Lewis Pulsipher</em></p></blockquote><p></p>
[QUOTE="lewpuls, post: 7737172, member: 30518"] I recently talked with a gamer who's often full of unusual, and sometimes impractical, ideas. He asked me about the difficulties of running a medieval-style low-magic D&D campaign. [B]Lord of the Rings[/B] had to come up in the conversation, because it's the most well-known low magic fantasy setting in existence. If you take a [I]functional[/I] rather than emotional view of the characters, in First Edition [B]D&D[/B] terms Aragorn amounts to a seventh level ranger and Gandalf the Grey to an eighth level cleric with a Ring of Fire, and other characters are similarly low level. (I'll discuss in detail this another time.) Magic and "super-power" is immensely rare in this setting. [CENTER][ATTACH=CONFIG]94991[/ATTACH][/CENTER] [PRBREAK][/PRBREAK] It should be easier to run a low magic rather than a high magic campaign because the powers of both characters and opponents are unlikely to get out of hand. But as for [B]recruiting [/B]players for such a campaign…that could be difficult in 2018. (Keep in mind, he's a college student and is likely to have players who are college students, not older players.) The fundamental problem with a low magic campaign is that people have been "trained" to expect high magic by video RPGs and MMOs, and by video games in general, that are often designed to reward rather than challenge players. In other words, the low magic campaign will feel much too "tame", too dull, too slow, too "lame". Yes, it can be just as dangerous as any other campaign, but I suspect most players are not looking for danger any more when they play RPGs, again as encouraged by video games (where you can never lose). Will players go for a game where there isn't a "loot drop" with every monster, without magic items by the bucket load? In CRPG/MMOs leveling is what it's all about, the destination (which is maximum level) not the journey. Yet in order to run a low magic campaign you probably have to have low level characters, and that means they can't level up every other session or sooner. How will this sit with people who are accustomed to computer RPGs? Perhaps it can work if you tell the players before the campaign starts that it's a military style campaign, that the party is like an elite combat unit (Navy SEALs, SAS, and such) trying to accomplish a series of dangerous but vital missions. Or perhaps they're like elite mercenaries doing the same thing. In other words, you can try to train the expectations of the players, but you're up against their experience, which will often include lots of computer RPGs. My advice to my friend was to make small differences in capability from one level to the next, to let the players level up with some frequency, but to make magic items very rare, as in LOTR. If the players think of themselves as special service troops/elite mercenaries, perhaps that will work. Improvement of characters is a pillar of RPGs. If they can only rarely improve via magic item collection, they're left with money collection or improved inherent capabilities (stronger, sneakier, better defenders, etc.). An alternative way to run a low-magic campaign might be to let the players begin as extraordinarily capable characters (compared with ordinary people) who don't really change much. They would be like James Bond and other long-running movie and comic book characters (Indiana Jones, Black Widow), and heroes of many novels. If players aren't focused on leveling up, they could actually have adventurous fun! Another way is to emphasize collection of wealth, where players become merchant magnates or buy into the nobility or become leaders of mercenary armies. The ultimate goal might be to run their own small country. I should think some readers have tried low-magic medieval-style campaigns. How well did they work out? [I]contributed by Lewis Pulsipher[/I] [/QUOTE]
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