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What is "grim and gritty" and "low magic" anyway?
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<blockquote data-quote="nopantsyet" data-source="post: 1421588" data-attributes="member: 3109"><p>I'll chime in here, as a DM who runs games of varying levels of magic and grittiness.</p><p></p><p>First of all, I have not had to make much in the adjustments to the core rules to evoke the feel I want. I don't necessarily want to make the game more lethal, nor do I want to weaken magic. But death and magic are an important part of any fantasy RPG, so how you define and deal with them goes a long way to defining the flavor of your game. What I want out of that is consistency.</p><p></p><p>Think, for example, of the ramifications of standard D&D magic in a large city. How are safety and security maintained when people can Ethereal Jaunt their way anywhere they want, taking what they please? How do they contain threats when they do appear? </p><p></p><p>On to weapons. Do they allow citizens to walk around armed? Is a permit of some kind required? What about peace bonding? What are the penalties for brandishing or fighting? No doubt both sides will be imprisoned until some or all parties are found guilty of something.</p><p></p><p>Answer those questions, and you've got yourself not just an interesting city, but probably lots of opportunities for danger and moral ambiguity.</p><p></p><p>I'm a firm believer that magic can solve lots, but not all. So you use divination to learn that a powerful noble is plotting to overthrow the king. What proof can you provide to satisfy the rules of law and society that protect his rights? How will you answer to the law for the murder of a presumably innocent nobleman? How are his co-consipirators going to take to all of this. </p><p></p><p>In my mind, magic and combat are just tools. They can open a can of worms, but it takes resourcefulness and wit to get them back in without making a bigger mess.</p><p></p><p>I use house rules sparingly to help fine-tune the flavor of my game. Mostly I rely on how I define the setting and I make sure that there are consequences to character actions. I like to have a gritty, dystopic feel to my games. </p><p>I like the players to feel like the odds are stacked against them, and their goal is desperate.</p><p></p><p>And while I draw inspiration from LM and GnG mechanics and settings out there, I don't need them, nor do I define my game using those terms. Even though the feel is grittier and lower magic than something like Forgotten Realms.</p></blockquote><p></p>
[QUOTE="nopantsyet, post: 1421588, member: 3109"] I'll chime in here, as a DM who runs games of varying levels of magic and grittiness. First of all, I have not had to make much in the adjustments to the core rules to evoke the feel I want. I don't necessarily want to make the game more lethal, nor do I want to weaken magic. But death and magic are an important part of any fantasy RPG, so how you define and deal with them goes a long way to defining the flavor of your game. What I want out of that is consistency. Think, for example, of the ramifications of standard D&D magic in a large city. How are safety and security maintained when people can Ethereal Jaunt their way anywhere they want, taking what they please? How do they contain threats when they do appear? On to weapons. Do they allow citizens to walk around armed? Is a permit of some kind required? What about peace bonding? What are the penalties for brandishing or fighting? No doubt both sides will be imprisoned until some or all parties are found guilty of something. Answer those questions, and you've got yourself not just an interesting city, but probably lots of opportunities for danger and moral ambiguity. I'm a firm believer that magic can solve lots, but not all. So you use divination to learn that a powerful noble is plotting to overthrow the king. What proof can you provide to satisfy the rules of law and society that protect his rights? How will you answer to the law for the murder of a presumably innocent nobleman? How are his co-consipirators going to take to all of this. In my mind, magic and combat are just tools. They can open a can of worms, but it takes resourcefulness and wit to get them back in without making a bigger mess. I use house rules sparingly to help fine-tune the flavor of my game. Mostly I rely on how I define the setting and I make sure that there are consequences to character actions. I like to have a gritty, dystopic feel to my games. I like the players to feel like the odds are stacked against them, and their goal is desperate. And while I draw inspiration from LM and GnG mechanics and settings out there, I don't need them, nor do I define my game using those terms. Even though the feel is grittier and lower magic than something like Forgotten Realms. [/QUOTE]
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