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<blockquote data-quote="Warchild" data-source="post: 206350" data-attributes="member: 769"><p>Yeah, the same goes with Thieves World. It doesn't get any grittier than that setting, but it wasn't low magic. There were bunches of high level wizards. Not a lot of fireball tossing, but then the vast majority of the stories happened in the city and who wants to blow up your home? But it did happen a couple times. There weren't any clerics ressurecting anybody (well okay, they tried once but it was more like a ritual), but there was a whole bunch of Divine intervention situations and more than once gods walked the streets.</p><p>Its all about the mood and attitude, not necessarily mechanics. Sure i have my mechanics changes too (huge changes in the case of my homebrew) but thats not what makes the campaign.</p><p>Granted, being able to absorb 10 blows from a 2-handed sword can cause Superhero mentality. But if your players are also interested in the same campaign you are (a gritty one in this case), that sort of stuff won't really be a problem. They'll play along.</p><p></p><p>A Commandment i use:</p><p>-No script Immunity - or "pay attention or die!". Just because the players are the stars of the show, doesn't mean they can do whatever they want and get away with it because "they are the heroes". Think about what you are doing. Your characters don't live in a vacuum and what you do matters. Thats goes double for npc's.</p></blockquote><p></p>
[QUOTE="Warchild, post: 206350, member: 769"] Yeah, the same goes with Thieves World. It doesn't get any grittier than that setting, but it wasn't low magic. There were bunches of high level wizards. Not a lot of fireball tossing, but then the vast majority of the stories happened in the city and who wants to blow up your home? But it did happen a couple times. There weren't any clerics ressurecting anybody (well okay, they tried once but it was more like a ritual), but there was a whole bunch of Divine intervention situations and more than once gods walked the streets. Its all about the mood and attitude, not necessarily mechanics. Sure i have my mechanics changes too (huge changes in the case of my homebrew) but thats not what makes the campaign. Granted, being able to absorb 10 blows from a 2-handed sword can cause Superhero mentality. But if your players are also interested in the same campaign you are (a gritty one in this case), that sort of stuff won't really be a problem. They'll play along. A Commandment i use: -No script Immunity - or "pay attention or die!". Just because the players are the stars of the show, doesn't mean they can do whatever they want and get away with it because "they are the heroes". Think about what you are doing. Your characters don't live in a vacuum and what you do matters. Thats goes double for npc's. [/QUOTE]
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