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*TTRPGs General
"low" magic campaign using D&D rules
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<blockquote data-quote="Particle_Man" data-source="post: 3521383" data-attributes="member: 892"><p><strong>an alternative</strong></p><p></p><p></p><p></p><p>Hmmm...one alternative that might help is the "two worlds, two characters" approach. In world A, all characters, whether NPC or PC, are human commoners. The PCs have one magic item apiece, that can't be gotten rid of, called the "dreamstones", which are extremely rare, and marks them as "dream warriors". These characters are charged with protecting world A from world B, the "dream world", while they sleep.</p><p></p><p>When asleep, the characters' spirit selves, due to the magic of the dreamstones, go to world B. Here you have whatever class or race the player wants for the character, and they get magic, and magic items, as per the standard rules, but there are no standard race NPCs (except perhaps the occasional other dream warrior, perhaps a mentor or two). The dream warrior is an avatar of the human commoner, and exists to combat the foes that try to organize and raid world A, if ever they gain enough power. Thus the dream warriors' job it to eliminate these dream threats by "killing things and taking their stuff".</p><p></p><p>I should note that I call these "dream threats" but they are potential threats to world A, if ever one of them gets too much power. Thus the dream warriors are on a constant quest to stop power bases in world B from being built up.</p><p></p><p>Because if the dream monsters from world B ever get enough power, world A would have no defence against them, and the dream warriors know that.</p><p></p><p>An advantage of this method is that it can explain why a character suddenly disappears and reappears (if, for instance, that character's player could not make a session). The character "woke up", and then "got to sleep again".</p><p></p><p>A disadvantage is that is requires two levels of suspension of disbelief, which might be one too many. Also, world B will be pretty genocidal, with all or most of the PC/NPC interaction occuring in world A.</p></blockquote><p></p>
[QUOTE="Particle_Man, post: 3521383, member: 892"] [b]an alternative[/b] Hmmm...one alternative that might help is the "two worlds, two characters" approach. In world A, all characters, whether NPC or PC, are human commoners. The PCs have one magic item apiece, that can't be gotten rid of, called the "dreamstones", which are extremely rare, and marks them as "dream warriors". These characters are charged with protecting world A from world B, the "dream world", while they sleep. When asleep, the characters' spirit selves, due to the magic of the dreamstones, go to world B. Here you have whatever class or race the player wants for the character, and they get magic, and magic items, as per the standard rules, but there are no standard race NPCs (except perhaps the occasional other dream warrior, perhaps a mentor or two). The dream warrior is an avatar of the human commoner, and exists to combat the foes that try to organize and raid world A, if ever they gain enough power. Thus the dream warriors' job it to eliminate these dream threats by "killing things and taking their stuff". I should note that I call these "dream threats" but they are potential threats to world A, if ever one of them gets too much power. Thus the dream warriors are on a constant quest to stop power bases in world B from being built up. Because if the dream monsters from world B ever get enough power, world A would have no defence against them, and the dream warriors know that. An advantage of this method is that it can explain why a character suddenly disappears and reappears (if, for instance, that character's player could not make a session). The character "woke up", and then "got to sleep again". A disadvantage is that is requires two levels of suspension of disbelief, which might be one too many. Also, world B will be pretty genocidal, with all or most of the PC/NPC interaction occuring in world A. [/QUOTE]
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