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I'm an incompetent normal-magic DM--how do I fix it?
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<blockquote data-quote="knight_isa" data-source="post: 2950160" data-attributes="member: 1434"><p>For a long time I've thought I that I prefer running low-powered, low-magic games. I haven't minded playing normal/high-magic, I just haven't liked running it. I ended up scuttling my one real attempt at a high-magic campaign in FR, in part due to my inability to sort out all of the consequences of such prolific magic (and in part because I wasn't familiar with the setting outside of the FRCS and some of the players were very familiar with the setting). At the time, I blamed it more on the published setting and it feeling like doing homework when preparing for the next session. I started a homebrew, experimental lower-magic setting (the experiment being the use of "hero abilities" to compensate using the NPC wealth per level guidelines for the PCs). I've been very comfortable with it, but lately I've been missing all the treasure and thinking that perhaps I'd prefer the something a little closer to core. Then last night, I read this post in another thread:</p><p></p><p></p><p></p><p>That's when I realized that it's not so much that I prefer low-magic as it is that I'm "an incompetent DM who can't make a normal-magic game work."</p><p></p><p><strong>So, how do I fix it?</strong></p><p></p><p>Are there any campaign settings, city books, high-level adventures, or even story hours here on the boards that would serve as good examples on how to make normal-magic game work well once the characters hit level 11-20? I hear that Eberron does a good job of incorporating magic into the setting, but not so much with high level characters. FR is fairly high-magic, but as far as I can tell from the FRCS the "big guns" of the setting seem to stay in the background in a cold war of sorts.</p><p></p><p>Anyway, the current campaign will probably be wrapping up within the next 6 months or so (maybe sooner, if we can't make our proposed internet game work now that half of the players moved out of state), and if I can't talk someone else into DMing for a bit I'll want to try something closer to core, I think. I just need to figure out how to gain a little competence in that area first.</p><p></p><p>Any suggestions would be appreciated.</p><p></p><p><em>Edit: There's been a lot of bashing of Numion & his above quote, which is admittedly taken out of context. It actually had a place within the context of the thread it was yanked from, and I'd appreciate it if people would 1) avoid further Numion/quote bashing and 2) avoid consoling me for liking low-magic. I'm not saying that I'm doing things wrong now; I am saying that I am interested in running a "normal magic" game at some time in the future and currently am not comfortable with my ability to do so successfully. Thanks.</em></p></blockquote><p></p>
[QUOTE="knight_isa, post: 2950160, member: 1434"] For a long time I've thought I that I prefer running low-powered, low-magic games. I haven't minded playing normal/high-magic, I just haven't liked running it. I ended up scuttling my one real attempt at a high-magic campaign in FR, in part due to my inability to sort out all of the consequences of such prolific magic (and in part because I wasn't familiar with the setting outside of the FRCS and some of the players were very familiar with the setting). At the time, I blamed it more on the published setting and it feeling like doing homework when preparing for the next session. I started a homebrew, experimental lower-magic setting (the experiment being the use of "hero abilities" to compensate using the NPC wealth per level guidelines for the PCs). I've been very comfortable with it, but lately I've been missing all the treasure and thinking that perhaps I'd prefer the something a little closer to core. Then last night, I read this post in another thread: That's when I realized that it's not so much that I prefer low-magic as it is that I'm "an incompetent DM who can't make a normal-magic game work." [B]So, how do I fix it?[/B] Are there any campaign settings, city books, high-level adventures, or even story hours here on the boards that would serve as good examples on how to make normal-magic game work well once the characters hit level 11-20? I hear that Eberron does a good job of incorporating magic into the setting, but not so much with high level characters. FR is fairly high-magic, but as far as I can tell from the FRCS the "big guns" of the setting seem to stay in the background in a cold war of sorts. Anyway, the current campaign will probably be wrapping up within the next 6 months or so (maybe sooner, if we can't make our proposed internet game work now that half of the players moved out of state), and if I can't talk someone else into DMing for a bit I'll want to try something closer to core, I think. I just need to figure out how to gain a little competence in that area first. Any suggestions would be appreciated. [i]Edit: There's been a lot of bashing of Numion & his above quote, which is admittedly taken out of context. It actually had a place within the context of the thread it was yanked from, and I'd appreciate it if people would 1) avoid further Numion/quote bashing and 2) avoid consoling me for liking low-magic. I'm not saying that I'm doing things wrong now; I am saying that I am interested in running a "normal magic" game at some time in the future and currently am not comfortable with my ability to do so successfully. Thanks.[/I] [/QUOTE]
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