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What is "grim and gritty" and "low magic" anyway?
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<blockquote data-quote="Snoweel" data-source="post: 1420769" data-attributes="member: 4453"><p>As a matter of taste, I really do not like Grim and Gritty as a gaming style - I prefer a more cartoonish, swashbuckling style, where the PCs <strong>are</strong> different to everybody else in the world because they are more *lucky* (ie. they don't get assassinated in their sleep or run into other fatal problems that they are unable to solve, like 1st level PCs wandering into a cave that was designed for a 9th level party and filled with unreasonable and hungry trolls (and all apologies for use of the offensive term 'troll')).</p><p></p><p>I guess I just like my PCs to have a higher-than-realistic surviveability, and I make sure the players know that.</p><p></p><p>For this reason, I like AC and hp, and while the VP side of WP/VP is cool, it seems the danger of dying from a crit is too high for me to consider using WP/VP, however reserve points and defence bonus seem pretty cool (though I haven't yet used them in-game).</p><p></p><p>Anyway, as for high- or low-magic, I can have fun in a campaign with either flavour.</p><p></p><p>The main difference is world-building. I find it <strong>too damn hard</strong> to envision what a world would look like with D&D-standard magic levels, but let me tell you, <strong>NOTHING</strong> I have ever read, whether published or otherwise 'makes sense' from a social/cultural/economic/technological standpoint, and the more I try to tweak a world to fit the rules, the more I realise just how much <strong>every little thing</strong> in the world would be different.</p><p></p><p>And the world I end up with never seems fun to play in.</p><p></p><p>So if I played high-magic, I would just have to suck it up and try not to think too hard about the why (Oh God WHY?!?!?) of things and just focus on combat and problem solving.</p><p></p><p>For that reason, I generally go low-magic, and nerf a bunch of spells and so on so that I can develop my setting without my ears bleeding from the continual trial-and-error postulation inherent in making the setting match the rules.</p><p></p><p>In the words of a wise man around here, the rules should fit the setting, not the other way round.</p></blockquote><p></p>
[QUOTE="Snoweel, post: 1420769, member: 4453"] As a matter of taste, I really do not like Grim and Gritty as a gaming style - I prefer a more cartoonish, swashbuckling style, where the PCs [b]are[/b] different to everybody else in the world because they are more *lucky* (ie. they don't get assassinated in their sleep or run into other fatal problems that they are unable to solve, like 1st level PCs wandering into a cave that was designed for a 9th level party and filled with unreasonable and hungry trolls (and all apologies for use of the offensive term 'troll')). I guess I just like my PCs to have a higher-than-realistic surviveability, and I make sure the players know that. For this reason, I like AC and hp, and while the VP side of WP/VP is cool, it seems the danger of dying from a crit is too high for me to consider using WP/VP, however reserve points and defence bonus seem pretty cool (though I haven't yet used them in-game). Anyway, as for high- or low-magic, I can have fun in a campaign with either flavour. The main difference is world-building. I find it [b]too damn hard[/b] to envision what a world would look like with D&D-standard magic levels, but let me tell you, [b]NOTHING[/b] I have ever read, whether published or otherwise 'makes sense' from a social/cultural/economic/technological standpoint, and the more I try to tweak a world to fit the rules, the more I realise just how much [b]every little thing[/b] in the world would be different. And the world I end up with never seems fun to play in. So if I played high-magic, I would just have to suck it up and try not to think too hard about the why (Oh God WHY?!?!?) of things and just focus on combat and problem solving. For that reason, I generally go low-magic, and nerf a bunch of spells and so on so that I can develop my setting without my ears bleeding from the continual trial-and-error postulation inherent in making the setting match the rules. In the words of a wise man around here, the rules should fit the setting, not the other way round. [/QUOTE]
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