good books for a low-magic campaign?

GlassJaw

Hero
I'm currently thinking about putting together a low-magic campaign and I was just wondering what were some good resources to use. I just ordered Grim Tales so that will be my main source. I also have Cthulhu d20 and I might borrow some things from that. I was also thinking about checking out the Midnight campaign book as well.

Anything else that might be good to get ideas from?
 

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Midnight is nice, but it makes assumptions that are really different then Grim Tales. Grim Tales will make a good base for the gritty game.
 

Sounds like you're off to a good start already; those are most of the books I use for low magic as well. If you really want another low magic option, the Conan RPG, which is d20, by Mongoose is pretty good too. I think the corrected and updated "Atlantean Edition" is out now; it was supposed to be out for GenCon.
 



Booklet I Men & Magic...

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Midnight is nice, but it makes assumptions that are really different then Grim Tales. Grim Tales will make a good base for the gritty game.

I was just wondering if it would be another source of ideas. From your statement, am I correct in assuming that GT is "enough" to get started.

What about Unearthed Arcana? I've looked at it briefly but I wasn't really considering a low-magic campaign at the time (plus Amazon has it for $13.00 right now!!).

I'm also considering using some kind of tattoo/marking sytem. Other than Eberron, are they any good sources for something like that?
 

I'm fairly certain Diaglo is an AI program which hasn't been updated since 1975.


That said, I've toyed with the idea of revamping the entire thing.

I'm coming from the position that the way skills work suck.
The way magic works is too generic. The overal power level is too high, and the DMG magic items are all too cliche.

Given that, my next campaign may be built from the following:

"Buy The Numbers" - to allow for a more detailed, less stifling approach to character creation.

"Elements of Magic (revised)" - I may apply this as mandatory for charisma-based casting, and keep the "fire and forget" system for int-based casting, since that seems to make sense in my mind.

"Artificer's Handbook" - for magic item creation rules, and new magic items. No more +1 rings of protection. AH will allow me to create unique items, each with personality and a back history. Plus, it has rules for low magic built right into the system.

"Magical Medieval Society: Western Europe" - to help facilitate world creation, and it will allow me to create a more believable landscape within which to play.


Now, having said that, I would like to also remove the d20 from the game, and replace it with a d%, since that would allow for so much more flexability. In the current system, masterwork studded leather is as good as chain shirt, which makes no sense. Having an AC that could go to 100 allows for much more subtle variation in ACs. Leather armor could come in "poor, tattered, average, high quality, and masterwork" variations, for example.

Obviously, replacing the d20 with a d100 will take me a lot of time, but I think if I implement all the above, I'll end up with the perfect system that *I* want to see.
 

I have had no problems using both Grim Tales and certain elements from the Midnight magic system. Also, I have heard good things about Conan (2nd printing), but it's not in stores yet here in Europe.
 


There are a few books you might want to look into...

Top of my list would be Conan D20... low-magic swords & sorcery stuff.

Call o' Cthuhlu is a good one for spells and creatures, but the classes are a
bit on the weak side by comparison.

Darkness & Dread (part of the Legends & Lairs series) has some fairly good stuff on spells and creatures, as well as a few respectable classes.

Ravenloft would actualy be somewhat usefull as well.

Lastly would be Swashbuckling Adventures, which can only be used if GREAT care is taken (many of the feats and PrC's are incredibly powerful)
 

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