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<blockquote data-quote="JamesDJarvis" data-source="post: 2786743" data-attributes="member: 2515"><p>Thing is what do folks really mean when they say "low fantasy".</p><p></p><p>Take Narnia, certainly a High Fantasy setting and magic plays a major part in the story and while there is a crossing betwen worlds,ressurection, a vast host of "fantastic" folks and a magical winter there is very little "flash bang" magic, the villain of the peace has two magical items one rather neato and the other horribly dangerous but neither would be particularly signifigant in the average D&D setting. </p><p></p><p></p><p>I'd say D&D as low fantasy can work but one has to reign in the frequency of magic use. It has to be a less common and more signigfigant to all concerned when magic is in use. for example, no one really cares much beyond the tactical difficulties when an invisiblity related encounter takes place but in the fiction of our culture invisibility is a big deal. </p><p>Bringing someone back from the dead is an modestly expensive buisness transaction instead of a culturally signifigant event. To get D&D to be low fanatsy one has to somehow make magic a little more impressive while also making it less common. I did it for a campaign way back when by scaling up casting times by a factor or two and this really changed the pace of magic use. If you have to be casting a frieball spell for a whole minute as opposed to 1 action it really becomes a big deal when it is deployed. This minimizes spellcasters to some degree but not if one gives magic a gee-whiz or scare your pants off factor that requires folks to make a will save or suffer a morale penalty in combat or some other such thing. Folks that know someone was brouht back from the dead will look on someone with wonder or dread depending on faith and personality. Work that stuff in and low fantasy is certainly possible.</p></blockquote><p></p>
[QUOTE="JamesDJarvis, post: 2786743, member: 2515"] Thing is what do folks really mean when they say "low fantasy". Take Narnia, certainly a High Fantasy setting and magic plays a major part in the story and while there is a crossing betwen worlds,ressurection, a vast host of "fantastic" folks and a magical winter there is very little "flash bang" magic, the villain of the peace has two magical items one rather neato and the other horribly dangerous but neither would be particularly signifigant in the average D&D setting. I'd say D&D as low fantasy can work but one has to reign in the frequency of magic use. It has to be a less common and more signigfigant to all concerned when magic is in use. for example, no one really cares much beyond the tactical difficulties when an invisiblity related encounter takes place but in the fiction of our culture invisibility is a big deal. Bringing someone back from the dead is an modestly expensive buisness transaction instead of a culturally signifigant event. To get D&D to be low fanatsy one has to somehow make magic a little more impressive while also making it less common. I did it for a campaign way back when by scaling up casting times by a factor or two and this really changed the pace of magic use. If you have to be casting a frieball spell for a whole minute as opposed to 1 action it really becomes a big deal when it is deployed. This minimizes spellcasters to some degree but not if one gives magic a gee-whiz or scare your pants off factor that requires folks to make a will save or suffer a morale penalty in combat or some other such thing. Folks that know someone was brouht back from the dead will look on someone with wonder or dread depending on faith and personality. Work that stuff in and low fantasy is certainly possible. [/QUOTE]
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