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<blockquote data-quote="PJ Mason" data-source="post: 1305435" data-attributes="member: 11727"><p>If there is a WOTC commando unit storming your house every game session and making you give out powerful magic items and high-powered magical abilities, then i could see your problem. Since i doubt there is (i've heard rumors, though) why are you complaining? Don't give them out, restrict spell access and whatever else you think will give you what you want. As long as your players are on the same page as you are, you will have no problem playing regular D&D and having it be low-magic. If your players want the same thing you do, then they'll play that style with you. They'll be happy with a masterwork weapon, they'll pick spells that aren't flashy or "adventure-breaking", they'll be happy fighting orcs instead of demons, etc. BTW, if you always send them into lower powered adventures and encounters, then they will gain levels slowly and so "fast leveling" arguements don't fly either. If your looking for a system that will FORCE your players to play the way you want them to, your probably out of luck. No game system ever made can alter the course of rampaging players. They have to want it as bad as you do or it ain't going to happen no matter what system you use.</p><p></p><p></p><p>Thieves World</p><p>-Anyone who says Thieves World is the perfect low-magic setting either hasn't read the books lately or wasn't paying attention when they did. They are by far my favorite books and i reread them regularly and they are a perfect example of a setting that can handle all power levels at the same time. There is power-gaming going on in these books that would make most Forgotten Realm players blush. You have at least 15 high-powered wizards, priests, and witches connected to one city, you have at least 4 Divine "Chosen Ones" (TEmpus, Chenaya, Roxanne, and even the lowly neighborhood street thief Hanse, who is the favorite of Ils, banged a goddess and killed a god, gaining temporary limited wish-at will powers in the process). There is at LEAST 6 or 7 instances where the gods walked the streets, battled each other in the sky over Sanctuary, inhabited the bodies of mortals to do the wild thing, created a magic weapon shop out of the blue in street that gave out cursed items to anyone who wanted them (hehe) and plenty other examples. One of its lowly characters, Lalo the painter, gained powers that let him animate anything he drew (including a demonic version of the Vulgar Unicorn that ran off causing mayhem in the streets of Sanctuary).</p><p></p><p>So was Sanctuary low-powered? Not even close. But it had the right, usually, grim-like attitude with great writing and imagination. Its not about the rules you use or don't use, its the attitude and mindset you and your players chose before the campaign starts. That and great roleplaying (the equiavlent of great writing i guess?). </p><p></p><p>Someone else in this thread said they liked the scalability of the system. I agree whole-heartedly with that poster. I have played all the big games out (hero, storyteller, palladium, etc) there and i find D20 to be the easiest by far me to scale the game to be what i want it to be. I can pick and choose what i want and easily ignore what i don't want. That is not nearly as easy to do with any other system i have played, which is pretty much all of them.</p><p></p><p>Thats my 2.000198 cents worth anyway. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="PJ Mason, post: 1305435, member: 11727"] If there is a WOTC commando unit storming your house every game session and making you give out powerful magic items and high-powered magical abilities, then i could see your problem. Since i doubt there is (i've heard rumors, though) why are you complaining? Don't give them out, restrict spell access and whatever else you think will give you what you want. As long as your players are on the same page as you are, you will have no problem playing regular D&D and having it be low-magic. If your players want the same thing you do, then they'll play that style with you. They'll be happy with a masterwork weapon, they'll pick spells that aren't flashy or "adventure-breaking", they'll be happy fighting orcs instead of demons, etc. BTW, if you always send them into lower powered adventures and encounters, then they will gain levels slowly and so "fast leveling" arguements don't fly either. If your looking for a system that will FORCE your players to play the way you want them to, your probably out of luck. No game system ever made can alter the course of rampaging players. They have to want it as bad as you do or it ain't going to happen no matter what system you use. Thieves World -Anyone who says Thieves World is the perfect low-magic setting either hasn't read the books lately or wasn't paying attention when they did. They are by far my favorite books and i reread them regularly and they are a perfect example of a setting that can handle all power levels at the same time. There is power-gaming going on in these books that would make most Forgotten Realm players blush. You have at least 15 high-powered wizards, priests, and witches connected to one city, you have at least 4 Divine "Chosen Ones" (TEmpus, Chenaya, Roxanne, and even the lowly neighborhood street thief Hanse, who is the favorite of Ils, banged a goddess and killed a god, gaining temporary limited wish-at will powers in the process). There is at LEAST 6 or 7 instances where the gods walked the streets, battled each other in the sky over Sanctuary, inhabited the bodies of mortals to do the wild thing, created a magic weapon shop out of the blue in street that gave out cursed items to anyone who wanted them (hehe) and plenty other examples. One of its lowly characters, Lalo the painter, gained powers that let him animate anything he drew (including a demonic version of the Vulgar Unicorn that ran off causing mayhem in the streets of Sanctuary). So was Sanctuary low-powered? Not even close. But it had the right, usually, grim-like attitude with great writing and imagination. Its not about the rules you use or don't use, its the attitude and mindset you and your players chose before the campaign starts. That and great roleplaying (the equiavlent of great writing i guess?). Someone else in this thread said they liked the scalability of the system. I agree whole-heartedly with that poster. I have played all the big games out (hero, storyteller, palladium, etc) there and i find D20 to be the easiest by far me to scale the game to be what i want it to be. I can pick and choose what i want and easily ignore what i don't want. That is not nearly as easy to do with any other system i have played, which is pretty much all of them. Thats my 2.000198 cents worth anyway. :) [/QUOTE]
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