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good books for a low-magic campaign?
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<blockquote data-quote="molonel" data-source="post: 1736099" data-attributes="member: 10412"><p>To which I'd reply that most things probably don't seem technical after you've been doing them for twenty-five years. </p><p></p><p>Touche? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>I'm always very interested to hear about how other people run their games, and I really appreciate this description of your campaign world.</p><p></p><p>But understand, too, that from my perspective, what you have described entails a substantial retooling both of backstory, assumptions and monster selection. While I read the storyline with great interest, when I re-read it comparatively with the games I run, I puff out my cheeks and exhale slowly while thinking about the sort of work it would entail for me to steer my own ship in the same direction. It doesn't seem like that much work to you. But I've run them, and it does involve more work for me.</p><p></p><p>In the games I run, the Prime Material Plane is only one plane in an infinite number of planes. It is one of many battegrounds between opposing planes - Hell and Celestia, the Abyss and everywhere else - and extraordinary creatures are rare and wonderful to common folks. That's one of the reasons low-level adventurers don't encounter certain powerful beings early in their career: not because they pop into being when the odometer rolls over a certain point, but rather because the PCs are not powerful enough to venture into areas controlled or inhabited by such beings. There are lands ruled by lich queens or dracoliches, places where alternate planes cross over the Prime with odd effects, places where gods have died and angels have fallen from heaven. It is ASSUMED in my games that at some point characters will gain access to extradimensional travel, and when they do, they can venture far beyond the confines that most mortals ever see. Changing that sort of cosmology and world into a low-magic setting would be, in my opinion, more work than its worth, and I've run low magic games. The changes are far-reaching and cascading throughout my universe. The rewards promised - richer roleplaying, deeper immersion - don't satisfy any apparent gaps in my present games, so the work doesn't offer any apparent benefits for me.</p><p></p><p></p><p></p><p>I couldn't agree more. But then again, that's why I've said that monsters need to be very carefully considered when running a low magic game, and for precisely those reasons.</p><p></p><p></p><p></p><p>And there are certain changes I've used myself. I've considered moving Scry to a Brd 6, Clr 8, Drd 8, Sor/Wiz 7, and Greater Scrying to Clr 9, Drd 9, Sor/Wiz 9. The route I've taken so far is to make wizards and sorcerers who can either thwart or detect scrying a valuable commodity, and using variant spells from The Complete Book of Eldritch Might for high magic wards on more powerful foes.</p></blockquote><p></p>
[QUOTE="molonel, post: 1736099, member: 10412"] To which I'd reply that most things probably don't seem technical after you've been doing them for twenty-five years. Touche? :D I'm always very interested to hear about how other people run their games, and I really appreciate this description of your campaign world. But understand, too, that from my perspective, what you have described entails a substantial retooling both of backstory, assumptions and monster selection. While I read the storyline with great interest, when I re-read it comparatively with the games I run, I puff out my cheeks and exhale slowly while thinking about the sort of work it would entail for me to steer my own ship in the same direction. It doesn't seem like that much work to you. But I've run them, and it does involve more work for me. In the games I run, the Prime Material Plane is only one plane in an infinite number of planes. It is one of many battegrounds between opposing planes - Hell and Celestia, the Abyss and everywhere else - and extraordinary creatures are rare and wonderful to common folks. That's one of the reasons low-level adventurers don't encounter certain powerful beings early in their career: not because they pop into being when the odometer rolls over a certain point, but rather because the PCs are not powerful enough to venture into areas controlled or inhabited by such beings. There are lands ruled by lich queens or dracoliches, places where alternate planes cross over the Prime with odd effects, places where gods have died and angels have fallen from heaven. It is ASSUMED in my games that at some point characters will gain access to extradimensional travel, and when they do, they can venture far beyond the confines that most mortals ever see. Changing that sort of cosmology and world into a low-magic setting would be, in my opinion, more work than its worth, and I've run low magic games. The changes are far-reaching and cascading throughout my universe. The rewards promised - richer roleplaying, deeper immersion - don't satisfy any apparent gaps in my present games, so the work doesn't offer any apparent benefits for me. I couldn't agree more. But then again, that's why I've said that monsters need to be very carefully considered when running a low magic game, and for precisely those reasons. And there are certain changes I've used myself. I've considered moving Scry to a Brd 6, Clr 8, Drd 8, Sor/Wiz 7, and Greater Scrying to Clr 9, Drd 9, Sor/Wiz 9. The route I've taken so far is to make wizards and sorcerers who can either thwart or detect scrying a valuable commodity, and using variant spells from The Complete Book of Eldritch Might for high magic wards on more powerful foes. [/QUOTE]
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