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How on Earth do you have a tightly controlled D&D world with normal magic (Long)
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<blockquote data-quote="Desdichado" data-source="post: 713367" data-attributes="member: 2205"><p>That's a fair enough position to take. IMO, despite all the arguments that one can (and often does) make about the ramifications of the magic as written rules. At the end of the day, one has to come up with a set-up that one feels comfortable with and works for them. For you, and others, this means -- to a certain extent -- handwaving the effects of magic on society as essentially irrelevant. To others, like SHARK for instance, he's crafted a complete world based on the institutionalization of magic. Although when he brings it up, he gets the same kind of debate we've seen here about armies vs. magicians. To yet others, like myself, I prefer to come up with a system that is inherently more "low magic" to explain away parts of the problem. Ironically, I don't want my world's to be too foreign -- I think games (and stories) are more gripping and compelling to the players (or readers) as more things in the background are familiar. Therefore my campaign settings assume that a lot of the values and society and organizations, etc. are much more modern and American. I throw in some differences, primarily for flavor and interest, but the basic background is very familiar to the players because I think it works better that way.</p><p></p><p>For that matter, FR (to use an example I'm moderately familiar with) despite it's claims to be feudal and traditional really does the same thing, although it doesn't own up to it.</p><p></p><p>Again, if I go into it from this angle -- developing the setting first and laying the groundwork for what I want that to look like, and assuming that some quick-glance consistency is desirable, I very quickly find that the D&D magic system isn't what I want, really. So the game I'd really like to run next is based on d20 Modern instead of D&D to eliminate spellcasting classes, and all magic is done ala Call of Cthulhu d20 (with lots of D&D spells modified into the system) Sanity points and all. This gives me a world that is low magic, magic is dangerous and primarily the province of the insane, and I can add into my "modern" society a dark, WHFRP element very easily. <em>Voila</em>, I've got everything I want.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 713367, member: 2205"] That's a fair enough position to take. IMO, despite all the arguments that one can (and often does) make about the ramifications of the magic as written rules. At the end of the day, one has to come up with a set-up that one feels comfortable with and works for them. For you, and others, this means -- to a certain extent -- handwaving the effects of magic on society as essentially irrelevant. To others, like SHARK for instance, he's crafted a complete world based on the institutionalization of magic. Although when he brings it up, he gets the same kind of debate we've seen here about armies vs. magicians. To yet others, like myself, I prefer to come up with a system that is inherently more "low magic" to explain away parts of the problem. Ironically, I don't want my world's to be too foreign -- I think games (and stories) are more gripping and compelling to the players (or readers) as more things in the background are familiar. Therefore my campaign settings assume that a lot of the values and society and organizations, etc. are much more modern and American. I throw in some differences, primarily for flavor and interest, but the basic background is very familiar to the players because I think it works better that way. For that matter, FR (to use an example I'm moderately familiar with) despite it's claims to be feudal and traditional really does the same thing, although it doesn't own up to it. Again, if I go into it from this angle -- developing the setting first and laying the groundwork for what I want that to look like, and assuming that some quick-glance consistency is desirable, I very quickly find that the D&D magic system isn't what I want, really. So the game I'd really like to run next is based on d20 Modern instead of D&D to eliminate spellcasting classes, and all magic is done ala Call of Cthulhu d20 (with lots of D&D spells modified into the system) Sanity points and all. This gives me a world that is low magic, magic is dangerous and primarily the province of the insane, and I can add into my "modern" society a dark, WHFRP element very easily. [i]Voila[/i], I've got everything I want. [/QUOTE]
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How on Earth do you have a tightly controlled D&D world with normal magic (Long)
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