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What is "grim and gritty" and "low magic" anyway?
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<blockquote data-quote="GoodKingJayIII" data-source="post: 1422834" data-attributes="member: 13804"><p>I don't quite see how this is crippling. The nation doesn't create magical arms and armor. Ok, that's fine. What about scrying? In war, knowledge is power, and if you are observing your enemies plans and actions, you can easily prepare and counter them. Or perhaps many of the wizards are simply abjurers, and this nation has the best magical defenses anywhere in the world. Good luck penetrating their wards.</p><p></p><p>Nations adapt to compensate for their own weaknesses. Perhaps the country was dominated for 200 years, and recently liberated. So it's still learning to adapt. So what? That just makes it more interesting, to me at least.</p><p></p><p></p><p></p><p>None taken. Maybe it's an idea you don't care for, but that does not make it stupid by any means. When a DM takes the time and effort to create a unique and interesting campaign world, I am intrigued. It may not be the type of world I want to play in, but that doesn't make it stupid. I'm not really sure how that's DM Fiat; It's world-building. If you don't like the kind of game a DM runs, then just find other people to play with. It's not that hard.</p><p></p><p>The point I was trying to make was that in a campaign world that is large and diverse, you can run a number of different kinds of games. If you want a high-technology, high-magic, utopian-type society, then start a group of players in the first country I mentioned. If you want a roman/medieval, low-tech, low-magic game, run it in the second country I mentioned. As was said, high level PCs can go wherever they want.</p><p></p><p>As a DM and a player, I find a multi-faceted campaign world much more intriguing than a world that is "high magic" or "grim-n-gritty." People have already been saying this already, I was just trying to lend some ideas as to how one might create a world with <em>both</em> those facets, along with others.</p><p></p><p>You could implement some of the rules already mentioned, modify spell lists, and create other houserules to get the kind of overall feel you want. But that doesn't mean you can't have some diversity and verisimilitude.</p><p></p><p>But if I'm in a world that is always "dark, smelly, dirty, where everyone sacrifices 12 virgins to the blood god, considers baby arms a delicacy, and plays dodgeball with puppies," then my interest in that game will rapidly plummet.</p></blockquote><p></p>
[QUOTE="GoodKingJayIII, post: 1422834, member: 13804"] I don't quite see how this is crippling. The nation doesn't create magical arms and armor. Ok, that's fine. What about scrying? In war, knowledge is power, and if you are observing your enemies plans and actions, you can easily prepare and counter them. Or perhaps many of the wizards are simply abjurers, and this nation has the best magical defenses anywhere in the world. Good luck penetrating their wards. Nations adapt to compensate for their own weaknesses. Perhaps the country was dominated for 200 years, and recently liberated. So it's still learning to adapt. So what? That just makes it more interesting, to me at least. None taken. Maybe it's an idea you don't care for, but that does not make it stupid by any means. When a DM takes the time and effort to create a unique and interesting campaign world, I am intrigued. It may not be the type of world I want to play in, but that doesn't make it stupid. I'm not really sure how that's DM Fiat; It's world-building. If you don't like the kind of game a DM runs, then just find other people to play with. It's not that hard. The point I was trying to make was that in a campaign world that is large and diverse, you can run a number of different kinds of games. If you want a high-technology, high-magic, utopian-type society, then start a group of players in the first country I mentioned. If you want a roman/medieval, low-tech, low-magic game, run it in the second country I mentioned. As was said, high level PCs can go wherever they want. As a DM and a player, I find a multi-faceted campaign world much more intriguing than a world that is "high magic" or "grim-n-gritty." People have already been saying this already, I was just trying to lend some ideas as to how one might create a world with [I]both[/I] those facets, along with others. You could implement some of the rules already mentioned, modify spell lists, and create other houserules to get the kind of overall feel you want. But that doesn't mean you can't have some diversity and verisimilitude. But if I'm in a world that is always "dark, smelly, dirty, where everyone sacrifices 12 virgins to the blood god, considers baby arms a delicacy, and plays dodgeball with puppies," then my interest in that game will rapidly plummet. [/QUOTE]
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