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Embracing the D&Disms
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<blockquote data-quote="Shallown" data-source="post: 1682366" data-attributes="member: 1368"><p>I think a big part of keeping magic from being a technology substitue is to keep it uncommon and scary to the everyday person. I think part of building up the campaign embracing the D&Dism's is by making magic of that power something feared and misunderstood bythe common man. I'm sure when players get to a certain level and knowledge that what they do is very common but reintroducing how alien that level of power is to the common person helps re-ground the characters.</p><p></p><p>Imagine a character who teleports home to find that his poor farmer dad was recently killed by a wild boar while he was hunting. So the character now calls his freind cleric to raise his dad. Does mom think this is blasphemy? Does it scare the heck out her that her son has that sort of power? (even if indirect) </p><p></p><p>Part of technology is that it eventually becomes accepted by the common man. I think keeping magic and divine power as something seperate and frightening to the common person is part of accepting the D&D part of the world but still keeping it Fantasy/medeival. </p><p></p><p>I think there is a middle ground of planning for mid to high level power in a campaign that let's the players use those abilities and still keep it medieval/fantasy. </p><p></p><p>Planning for the Campaign to be at that point is important, embracing those difficult, at times, spells is part of the game. I think that the magic need not be so prevalent it alters the world for the common man but instead does affect the higher end of power. </p><p></p><p>To put it in modern terms I don't worry about the exchange rate of french to american money is or what the weather is in Paris today cause ain't much way in heck I am going anytime soon but someone who is a CEO of a cooperation may becuase he may need to fly their today for a business meeting. Two different worlds that both exist without one making the other unbeleivable.</p><p></p><p>Build the campaign around both those elements and I think D&Dism's can easily be worked in without making the world too alien to the basic, recognizable ideas of fantasy and medieval worlds.</p><p></p><p>Just my thoughts.</p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1682366, member: 1368"] I think a big part of keeping magic from being a technology substitue is to keep it uncommon and scary to the everyday person. I think part of building up the campaign embracing the D&Dism's is by making magic of that power something feared and misunderstood bythe common man. I'm sure when players get to a certain level and knowledge that what they do is very common but reintroducing how alien that level of power is to the common person helps re-ground the characters. Imagine a character who teleports home to find that his poor farmer dad was recently killed by a wild boar while he was hunting. So the character now calls his freind cleric to raise his dad. Does mom think this is blasphemy? Does it scare the heck out her that her son has that sort of power? (even if indirect) Part of technology is that it eventually becomes accepted by the common man. I think keeping magic and divine power as something seperate and frightening to the common person is part of accepting the D&D part of the world but still keeping it Fantasy/medeival. I think there is a middle ground of planning for mid to high level power in a campaign that let's the players use those abilities and still keep it medieval/fantasy. Planning for the Campaign to be at that point is important, embracing those difficult, at times, spells is part of the game. I think that the magic need not be so prevalent it alters the world for the common man but instead does affect the higher end of power. To put it in modern terms I don't worry about the exchange rate of french to american money is or what the weather is in Paris today cause ain't much way in heck I am going anytime soon but someone who is a CEO of a cooperation may becuase he may need to fly their today for a business meeting. Two different worlds that both exist without one making the other unbeleivable. Build the campaign around both those elements and I think D&Dism's can easily be worked in without making the world too alien to the basic, recognizable ideas of fantasy and medieval worlds. Just my thoughts. Later [/QUOTE]
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