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What is "grim and gritty" and "low magic" anyway?
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<blockquote data-quote="Drew" data-source="post: 1420069" data-attributes="member: 1314"><p>Really? I know you're just trying to be insulting but I'm, well, insulted. I'm currently working on my own brand new homebrew world, which will be both low magic and a little more "grim." These are not clumsy mechanics that I'm just throwing into my campaign without thought of consequence. I've been playing 3.0/3.5 since it was released at GenCon 2004. My current campaign has been going almost monthly for almost four years.</p><p></p><p>I really like D&D, but I need a change. I'm currently deeply engrossed in book three of George Martin's "Song of Ice and Fire", and these books have indeed been an inspiration for the "feel" I'm trying to capture. I want to facilitation a RPG experiance that is a little more focused on trying to find non combat solutions to problems, and dealing with the intrigue and backstabbing that is only possible when there are so such things as Speak with Dead.</p><p></p><p>In short, I want this new campaign to have PCs that behave less like super heroes and more like literary characters. Tough, powerful, but still mortal. I want PCs to rely on their own abilities and not on magic items. I want to keep the challenging aspects of low level adventuring (long travel distance, bandits, weather and terrain concerns, disease) through mid and even mid-high levels, but I still want the PCs to be heroic men and women who strive (and often succeed) against great odds. We're an experianced group, and I think we can handle a system that rewards creativity and "thinking on your feet."</p><p></p><p>That's why I want low magic and gritty. I love D&D as written, but I've run it that way since 2000 and I'm looking for a change of style and pace. To say that I'm not thinking this through is wrong.</p></blockquote><p></p>
[QUOTE="Drew, post: 1420069, member: 1314"] Really? I know you're just trying to be insulting but I'm, well, insulted. I'm currently working on my own brand new homebrew world, which will be both low magic and a little more "grim." These are not clumsy mechanics that I'm just throwing into my campaign without thought of consequence. I've been playing 3.0/3.5 since it was released at GenCon 2004. My current campaign has been going almost monthly for almost four years. I really like D&D, but I need a change. I'm currently deeply engrossed in book three of George Martin's "Song of Ice and Fire", and these books have indeed been an inspiration for the "feel" I'm trying to capture. I want to facilitation a RPG experiance that is a little more focused on trying to find non combat solutions to problems, and dealing with the intrigue and backstabbing that is only possible when there are so such things as Speak with Dead. In short, I want this new campaign to have PCs that behave less like super heroes and more like literary characters. Tough, powerful, but still mortal. I want PCs to rely on their own abilities and not on magic items. I want to keep the challenging aspects of low level adventuring (long travel distance, bandits, weather and terrain concerns, disease) through mid and even mid-high levels, but I still want the PCs to be heroic men and women who strive (and often succeed) against great odds. We're an experianced group, and I think we can handle a system that rewards creativity and "thinking on your feet." That's why I want low magic and gritty. I love D&D as written, but I've run it that way since 2000 and I'm looking for a change of style and pace. To say that I'm not thinking this through is wrong. [/QUOTE]
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What is "grim and gritty" and "low magic" anyway?
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