Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
Community
General Tabletop Discussion
*TTRPGs General
Limited magic campaign......has never failed yet!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Doctor Shaft" data-source="post: 2017884" data-attributes="member: 25737"><p>You don't necessarily have to weaken things for a low magic world so much as just scale down the "scope" of the campaigns. </p><p></p><p>In the low magic campaign I play in, the typical "encounter" is with "everyday" or commoner monsters. Goblins, orcs, lizardmen. Kobolds. Bandits. Those sort of things. But the "magic" creatures are outside of the players domain. The CRs (well this is me guessing, since I don't actually bother looking at what the DM does specifically) aren't necessarily scaled down too much. You just make encounters different. </p><p></p><p>You don't "lose" options persay with low magic so much as the options aren't as obvious or swift. In high magic, the ideas are numerous, but alot of them can also be quick-fix in nature. Puzzles can become things that you solve within a day or just a few days using high magic. A low-magic campaign asks, sometimes, for more long term, lenghthier plans. But this is only occasionally. The game dynamic doesn't change too much.</p><p></p><p>But basically, you just scale back on the power, and allow it to trickle. Characters do get the items they need to be victorious in low-magic campaigns... it just doesn't run like a stream like most D&D campaigns. Custom items that are toned down, and access to only special, character specific gifts... that kind of thing.</p><p></p><p>It's a different way of doing things, and it can also make certain events special. Like the character who gets the special sword. That sword is special because he knows that of the NPCs and PCs he meets, no one is going to have quite the same weapon, or items that simply trump it or make it obsolete. And you avoid decking out characters with "magical" equipment. Someties you can get crafty ad give them more mundane weaponry and items that give good bonuses, but are not necessarily "Flaming Sword of Doom...+3". </p><p></p><p>A different kind of game that works really well... so long as your players aren't too interested in a more superhero like game, which is also perfectly fun.</p></blockquote><p></p>
[QUOTE="Doctor Shaft, post: 2017884, member: 25737"] You don't necessarily have to weaken things for a low magic world so much as just scale down the "scope" of the campaigns. In the low magic campaign I play in, the typical "encounter" is with "everyday" or commoner monsters. Goblins, orcs, lizardmen. Kobolds. Bandits. Those sort of things. But the "magic" creatures are outside of the players domain. The CRs (well this is me guessing, since I don't actually bother looking at what the DM does specifically) aren't necessarily scaled down too much. You just make encounters different. You don't "lose" options persay with low magic so much as the options aren't as obvious or swift. In high magic, the ideas are numerous, but alot of them can also be quick-fix in nature. Puzzles can become things that you solve within a day or just a few days using high magic. A low-magic campaign asks, sometimes, for more long term, lenghthier plans. But this is only occasionally. The game dynamic doesn't change too much. But basically, you just scale back on the power, and allow it to trickle. Characters do get the items they need to be victorious in low-magic campaigns... it just doesn't run like a stream like most D&D campaigns. Custom items that are toned down, and access to only special, character specific gifts... that kind of thing. It's a different way of doing things, and it can also make certain events special. Like the character who gets the special sword. That sword is special because he knows that of the NPCs and PCs he meets, no one is going to have quite the same weapon, or items that simply trump it or make it obsolete. And you avoid decking out characters with "magical" equipment. Someties you can get crafty ad give them more mundane weaponry and items that give good bonuses, but are not necessarily "Flaming Sword of Doom...+3". A different kind of game that works really well... so long as your players aren't too interested in a more superhero like game, which is also perfectly fun. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Limited magic campaign......has never failed yet!
Top