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<blockquote data-quote="Gilladian" data-source="post: 6011525" data-attributes="member: 2093"><p>[MENTION=2205]Hobo[/MENTION] - in my case the same is true; I'm a low-magic kind of person, though I love dungeons and monsters. In my current campaign it is a mix of a traditional dungeon, slightly modified up to now, and as my PCs approach 6th level, more and more modified, and a lot of bandits, human villains, orcs and "bestial humans". </p><p> [MENTION=6670763]Yora[/MENTION] - I find that E6's limits on the amount of magic in the world DO have a distinct effect on my campaigns. I use fewer monsters and more humans as villains; my plots tend to focus more on political machinations than "gate in an elder evil" plots, and the social implications of magic are much different. When frequent teleportation and easy return from the dead don't have to be accounted for; when fireball is one of the most important battlefield spells, and when traveling to another plane of existence is a thing of rare legend rather than a potentially daily occurrence, the feel of the world is very different from the high-magic-plane-shifting-world shattering-immortal being-on-every-corner feel of the Realms or even Greyhawk.</p><p></p><p>Not that there's anything WRONG with that feel. It is just different from E6. And that's what I want to talk about. How E6 makes the campaign world feel. So I'll start a thread about it.</p></blockquote><p></p>
[QUOTE="Gilladian, post: 6011525, member: 2093"] [MENTION=2205]Hobo[/MENTION] - in my case the same is true; I'm a low-magic kind of person, though I love dungeons and monsters. In my current campaign it is a mix of a traditional dungeon, slightly modified up to now, and as my PCs approach 6th level, more and more modified, and a lot of bandits, human villains, orcs and "bestial humans". [MENTION=6670763]Yora[/MENTION] - I find that E6's limits on the amount of magic in the world DO have a distinct effect on my campaigns. I use fewer monsters and more humans as villains; my plots tend to focus more on political machinations than "gate in an elder evil" plots, and the social implications of magic are much different. When frequent teleportation and easy return from the dead don't have to be accounted for; when fireball is one of the most important battlefield spells, and when traveling to another plane of existence is a thing of rare legend rather than a potentially daily occurrence, the feel of the world is very different from the high-magic-plane-shifting-world shattering-immortal being-on-every-corner feel of the Realms or even Greyhawk. Not that there's anything WRONG with that feel. It is just different from E6. And that's what I want to talk about. How E6 makes the campaign world feel. So I'll start a thread about it. [/QUOTE]
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