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Let's ban Teleport!
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<blockquote data-quote="Steel_Wind" data-source="post: 1675410" data-attributes="member: 20741"><p>To get around the problems of Teleport and Air Wing (A Rolemaster "summon kick ass flying elemental birds for entire party" flying spell) I ultimately seized upon a great plot device which turned into a campaign premise:</p><p></p><p>1 - Back in time, a MASSIVE ground burst nuclear explosion (future world tech) on top of a huge prison made of virulent antimagic metal was touched off, wiping out a million sq miles of civilization and contaminating the atmosphere with huge gobs of antimagic dust.</p><p></p><p>2- the dust antimagic and normal in the air caused a prolonged winter and wreaked havoc with magic. The dust settled and destroyed the bonds around similar ancient prisons for mega and not so mega demoms set along lei lines. A cataclysm occurred and the world was thrown into darkness and despair.</p><p></p><p>3- over time, the dust settled to the earth and began to be washed away. It gathered in rivers, streams and especially estuaries and irrigated land.</p><p></p><p>4- The result was that the human cities and settled lands were essentially non-magical (or very, very low power), leaving only the remote wilds and the aforementioned lei lines as the places where magic persisted in usable quantities.</p><p></p><p>5 - the coalescence of fallout dust along rivers and estuaries and irrigated land created hundreds of various "bands" of none, low, mid, normal and high magic power. The rule was you could not teleport reliably between from one zone to another. Effectively, teleport and spells like Air Wing were prevented from operating strategically at a stroke. Telepathy and similar magical means of communication was also disrupted.</p><p></p><p>6 - I designed it so that inherently magical creatures and pure and hybrid spell users would become sick - violently ill - when passing through a major power change border. So as the characters left settled land to head into the wild, they were forced to camp so that the spell users could stop vomiting and contend with the migraines for a day.</p><p></p><p>7 - The nice part was that I also concentrated the magic that was left along lei lines in the wild and in old important ruins (read - plot zones). These were always prime adventuring zones given the plot of the campaign, and I artificially increased the power available to the party in a particular zone to match the threat level that was present there. It was a nice solution to refusing to give out power point multipliers of any kind - but making the power necessary to fight the monsters available when the players needed it - on a zone by zone basis.</p><p></p><p>And yes - teleport and mass flying spells and expedient travel of any kind on a strategic level was brought to an abrupt end. The shattered and divided lands in a post cataclysmic society was maintained and rationalized. It also prevented the bad guys from using magic over distance to communicate too.</p><p></p><p>All in all - a nice solution to the pressing problem of teleport. To top it all off, I made the PCs time twisted and the ones in the past (the PCs future) who were responsible for the entire explosion in the first place. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 1675410, member: 20741"] To get around the problems of Teleport and Air Wing (A Rolemaster "summon kick ass flying elemental birds for entire party" flying spell) I ultimately seized upon a great plot device which turned into a campaign premise: 1 - Back in time, a MASSIVE ground burst nuclear explosion (future world tech) on top of a huge prison made of virulent antimagic metal was touched off, wiping out a million sq miles of civilization and contaminating the atmosphere with huge gobs of antimagic dust. 2- the dust antimagic and normal in the air caused a prolonged winter and wreaked havoc with magic. The dust settled and destroyed the bonds around similar ancient prisons for mega and not so mega demoms set along lei lines. A cataclysm occurred and the world was thrown into darkness and despair. 3- over time, the dust settled to the earth and began to be washed away. It gathered in rivers, streams and especially estuaries and irrigated land. 4- The result was that the human cities and settled lands were essentially non-magical (or very, very low power), leaving only the remote wilds and the aforementioned lei lines as the places where magic persisted in usable quantities. 5 - the coalescence of fallout dust along rivers and estuaries and irrigated land created hundreds of various "bands" of none, low, mid, normal and high magic power. The rule was you could not teleport reliably between from one zone to another. Effectively, teleport and spells like Air Wing were prevented from operating strategically at a stroke. Telepathy and similar magical means of communication was also disrupted. 6 - I designed it so that inherently magical creatures and pure and hybrid spell users would become sick - violently ill - when passing through a major power change border. So as the characters left settled land to head into the wild, they were forced to camp so that the spell users could stop vomiting and contend with the migraines for a day. 7 - The nice part was that I also concentrated the magic that was left along lei lines in the wild and in old important ruins (read - plot zones). These were always prime adventuring zones given the plot of the campaign, and I artificially increased the power available to the party in a particular zone to match the threat level that was present there. It was a nice solution to refusing to give out power point multipliers of any kind - but making the power necessary to fight the monsters available when the players needed it - on a zone by zone basis. And yes - teleport and mass flying spells and expedient travel of any kind on a strategic level was brought to an abrupt end. The shattered and divided lands in a post cataclysmic society was maintained and rationalized. It also prevented the bad guys from using magic over distance to communicate too. All in all - a nice solution to the pressing problem of teleport. To top it all off, I made the PCs time twisted and the ones in the past (the PCs future) who were responsible for the entire explosion in the first place. :cool: [/QUOTE]
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