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Help making my big bad villain who wants to rid my D&D world of all magic
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<blockquote data-quote="Aelryinth" data-source="post: 7854259" data-attributes="member: 10515"><p>You are probably going about it backwards.</p><p>What I would do is keep the big bad exactly the same, but change the players to people who don't use magic, i.e. fighters, thieves... and people who use technology and/or psionics. They go out adventuring to rid the world of all these magical threats with a mysterious patron, for 'all the common people'... but as they get more powerful, their patron realizes they are really too good at the job, and starts trying to get them killed as they fight the ongoing catastrophes, realizing they post an 'anti-magic' threat to his hegemony.</p><p>In the end, his scheme WORKS, and he's the only one who can use magic... and the party, who doesn't use magic, is the only one who can bring him down.</p><p>The campaign would wrap up on the party deciding to let magic and all its good and evil back into the world, or change things so that people have to follow the roads they laid out.</p><p>The key theme to the PC's is that they use powers that 'anyone' can use, so no exclusivity, no gifts, no bloodlines, no divine patronage.</p><p>If you do it this way, the campaign should almost write itself. You don't have to worry about the anti-magic, it's built right into the non-magical PC's. Just tell them straight up at the beginning of the campaign they have no ability to use magic, so any magical abilities they might get from leveling, they simply can't use. Then tell them what is not magic, and go from there.</p><p>=== Aelryinth</p></blockquote><p></p>
[QUOTE="Aelryinth, post: 7854259, member: 10515"] You are probably going about it backwards. What I would do is keep the big bad exactly the same, but change the players to people who don't use magic, i.e. fighters, thieves... and people who use technology and/or psionics. They go out adventuring to rid the world of all these magical threats with a mysterious patron, for 'all the common people'... but as they get more powerful, their patron realizes they are really too good at the job, and starts trying to get them killed as they fight the ongoing catastrophes, realizing they post an 'anti-magic' threat to his hegemony. In the end, his scheme WORKS, and he's the only one who can use magic... and the party, who doesn't use magic, is the only one who can bring him down. The campaign would wrap up on the party deciding to let magic and all its good and evil back into the world, or change things so that people have to follow the roads they laid out. The key theme to the PC's is that they use powers that 'anyone' can use, so no exclusivity, no gifts, no bloodlines, no divine patronage. If you do it this way, the campaign should almost write itself. You don't have to worry about the anti-magic, it's built right into the non-magical PC's. Just tell them straight up at the beginning of the campaign they have no ability to use magic, so any magical abilities they might get from leveling, they simply can't use. Then tell them what is not magic, and go from there. === Aelryinth [/QUOTE]
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Help making my big bad villain who wants to rid my D&D world of all magic
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