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Do fantasy RPGs have to be fantasical?
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<blockquote data-quote="Niccodaemus" data-source="post: 5821839" data-attributes="member: 6683506"><p>I think the original Star Trek series is a good example of how a D&D campaign can work with "low magic". </p><p></p><p>The Enterprise and crew existed in a universe where day to day life was routine. Each crew member had something they excelled at, but only Spock had "magical" powers, and even those were very limited. (Strength, Nerve pinch, mind meld, extra eyelids, 7 year itch)</p><p></p><p>Yet nearly every week, there was some sort of over the top "magical" <em>entity</em> that was encountered. The crew had to use their brains and resources to overcome impossible odds.</p><p></p><p>Very campy, even cheesy if you prefer, but very cool.</p><p></p><p>Compare that to the relatively mundane Star Trek TNG, Deep Space Nine, etc.. These shows had their own strengths, but gonzo fantasy wasn't one of them.</p><p></p><p>I like a mundane word with quirky ass anomalies just outside the fringe of "civilization". A world that on the surface seems fairly ordinary (you get to spec out a few things that make it "fantasy", like the presence of Vulcans and Klingons in Star Trek... the unusual made "mundane"), but the really weird stuff is reserved for adventures.</p><p></p><p>For instance, gryphons and wyverns are fairly common creatures in my campaign setting. They are exotic animals. Dragons on the other hand are legendary. Intelligent fire breathing demi-god-like entities.</p><p></p><p>Few people have seen a giant in their lifetime, but everyone believes that one lives nearby. (much like actual history... folklore played a rich part of people's lives, and they believed the stories they told were true)</p><p></p><p>"Humanoids" (orcs, goblins, bugbears, etc...) don't roam the country side raiding towns. But if you happen to enter their domain, you'll find a very different reality than the one you left behind.</p><p></p><p>For Kirk and Company, running into Klingons or Romulans was just another day at the office. But when you meet some giant headed telepath capable of manipulating your very reality... well THAT'S an adventure.</p><p></p><p>In short... adventurers go "where no man has gone before". And even at first level, the adventures should be wild and wacky, with wonders that boggle the mind. Yet returning to "home base" should provide a level of the mundane.</p></blockquote><p></p>
[QUOTE="Niccodaemus, post: 5821839, member: 6683506"] I think the original Star Trek series is a good example of how a D&D campaign can work with "low magic". The Enterprise and crew existed in a universe where day to day life was routine. Each crew member had something they excelled at, but only Spock had "magical" powers, and even those were very limited. (Strength, Nerve pinch, mind meld, extra eyelids, 7 year itch) Yet nearly every week, there was some sort of over the top "magical" [I]entity[/I] that was encountered. The crew had to use their brains and resources to overcome impossible odds. Very campy, even cheesy if you prefer, but very cool. Compare that to the relatively mundane Star Trek TNG, Deep Space Nine, etc.. These shows had their own strengths, but gonzo fantasy wasn't one of them. I like a mundane word with quirky ass anomalies just outside the fringe of "civilization". A world that on the surface seems fairly ordinary (you get to spec out a few things that make it "fantasy", like the presence of Vulcans and Klingons in Star Trek... the unusual made "mundane"), but the really weird stuff is reserved for adventures. For instance, gryphons and wyverns are fairly common creatures in my campaign setting. They are exotic animals. Dragons on the other hand are legendary. Intelligent fire breathing demi-god-like entities. Few people have seen a giant in their lifetime, but everyone believes that one lives nearby. (much like actual history... folklore played a rich part of people's lives, and they believed the stories they told were true) "Humanoids" (orcs, goblins, bugbears, etc...) don't roam the country side raiding towns. But if you happen to enter their domain, you'll find a very different reality than the one you left behind. For Kirk and Company, running into Klingons or Romulans was just another day at the office. But when you meet some giant headed telepath capable of manipulating your very reality... well THAT'S an adventure. In short... adventurers go "where no man has gone before". And even at first level, the adventures should be wild and wacky, with wonders that boggle the mind. Yet returning to "home base" should provide a level of the mundane. [/QUOTE]
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