Need good low-magic fantasy setting

Eenlikebean

First Post
At the request of some of my players, I am looking to run a low-magic fantasy game set in the DnD world.

Specifically, this would be a world where magic is powerful, often unquantifiable, and very rare. Magic potions wouldn't be for sale at the local shop, magic swords would be individually named and songs would be sung about them, wizards would be powerful sages with decades of study beneath their belts, and their magic would be subtle and mysterious. (less Fireball, more True Strike)

Additionally, there was some suggestion that the mortality of the players be emphasized, and that more "grit" be added to gameplay. Where to get food would often be an issue, exposure would come up regularly if it rained at night, and being stabbed with a sword could lead to an infection and death even if the blow didn't kill the person outright.

Are there any suggestions as to settings that might embody this type of world? I am aware that I basically have described the Tolkienverse, but I'm looking for an RPG handbook that might help me out, and if it could be a relative of DnD that would be considered a bonus. (I mod systems regularly, and play with the FATE system, but DnD terminology is the most familiar to my players, and I already have a solid DnD conversion in place)
 

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You have pretty much just described Middle Earth Roleplaying by Iron Crown Enterprises. Though out of print, first edition box sets can be had in like new condition on ebay for $20 or less. Terminology is, of course, very similar to D&D.
 

I am, of course, going to point you towards HârnWorld. The Gameworld background is very detailed and is systemless. The fan support is (IMO) second to none. If you want a sneak peek, go to www.lythia.com and take a look and download Peter Leitch’s “Introduction to Hârn”. If you’re even vaguely interedted I’d suggest that you then look at (in alphabetical order)
Asolade Hundred
Chewintin
East Side City Block
Erone Abbey
Nebulan Chapter House
Nelefayn Quarry
The Lady of Paladins
It will give you some idea of the quality of free fan-written downloads available.

If you are really looking for a rules system where “being stabbed with a sword could lead to an infection and death even if the blow didn't kill the person outright” then check out HârnMaster too. Though there is no reason why you can’t run a game on Hârn with the rule system of your choice.

The official sites for Hârnstuff are
www.columbiagames.com
and
www.kelestia.com
 

I'm a big fan of Iron Heroes. It was written by Mike Mearls, working at Monte Cook's Malhavoc Press, before Mearls joined WotC. It's based on the 3rd Edition D&D ruleset, but effectively allows you to battle monsters with no magic. There is a diehard fanbase that puts out some really cool content (Hong, I know you're lurking out there somewhere), and you can give the players precisely as much magic as you like.

Actually, I had always wanted to do a Middle Earth IH game. But I wanted to play in it and couldn't find someone to DM it...
 

A D&D take on the Tolkienverse is the Midnight setting. It has some rule tweaks to make it more gritty, and except at the elven realms (think "last elven kingdoms, standing up to the risen Mordor") magic is rare and unpredictable.

While it isn't actually the core of the game, I'd personally like to one day play an Ars Magica game along these lines. The setting is Mythic Europe, and is pretty much as you describe - combat is dangerous and healing slow, sometimes leadin to infections and so on. Magical swords and such are extremely rare and wizards spend decades studying in their remote towers (or in kingdoms hiding behind wardrobes or so on). You can look out for the real Holy Grail, wield the real Excaliber, or so on. The thing is, the game is focused on playing wizards so in actual play it feels magic-rich and has lots of fireball-like effects (although also more subtle effects). A game playing non-wizrds in the same setting could, I feel, be very interesting however, and far more gritty and magic-poor.
 

As well as Middle Earth, the Kalamar and Sovereign Stone settings would be well suited to this. Kalamar more for gritty pseudo-realistic (but beware some hideous naming conventions), Sovereign Stone is more high fantasy Dragonlancey, I liked the feel of it & you can ignore undesired rules. Various literary settings also - Conan's Hyborea & also Lankhmar are two. Elric's Young Kingdoms has magic rare but flashy & powerful when it appears.
 

Yair said:
A D&D take on the Tolkienverse is the Midnight setting. It has some rule tweaks to make it more gritty, and except at the elven realms (think "last elven kingdoms, standing up to the risen Mordor") magic is rare and unpredictable.
Yes, Midnight is what I was going to recommend.

My husband has been running it for our group for the past 6 months or so, and we're really enjoying it. It's not that magic doesn't exist--it does. It's rare though, because Izrador (the Sauron analog) is systematically killing anyone who uses it, and confiscating any magical artifacts he can get his hands on.

Our party has a channeler (magic user) but often he's afraid to use his spells, even to heal us, for fear that he will draw the attention of the Shadow. And my character has an elven longbow, but she has used it about 3 times, because she's terrified that it will draw attention. We've been racing across the continent on foot, trying not to starve to death and trying even harder to keep our heads down.

I haven't had this much fun playing D&D in several years. :)

Of course, I might be biased, because my husband is one of the authors of the setting. ;) Why yes, I *am* bragging.
 

The Black Company Campaign Setting (Green Ronin) covers many of the points you list, and handily. However, magic can't always in good faith be said to be rare, and especially not subtle either, in that system-setting.

Call of Cthulhu d20 (Wizards of the Coast), oddly enough, provides some interesting rules for making sure that magic tends to be subtle, and that all magic is dangerous, or at the very least costly to oneself. Conan the Roleplaying Game, Atlantean edition (Mongoose) likewise makes the sorcery in 'S&S' risky, costly, and not particularly common by default.

If you were using d20 fantasy of some kind, that didn't have enough grit in the combat, you could always add that in, like say with Ronin Arts' short but nifty PDFs: Wounds, Bruises and Blood; Deadly Diseases; and Broken Bones.

Getting a magic system that suits your needs is likely to be the most difficult ask, if my experiences are anything to go by. I hope for your sake, they're not! :)

Mind you, I have mucked around with d20 systems a lot, and in the end been pretty happy with various mix 'n matches. It can pay off. Best of luck, whatever you decide.

And of course, beyond d20-based books, there are so many more options. . .
 

If you'd be willing to step outside the 3e/D20 mold the I think Warhammer FRP would suit your needs very well. The learning curve for experienced roleplayers is very easy and character creation can be done in 15 minutes.
 

For a D20 book, though it's out of print, I'd suggest A Game of Thrones by Guardians of Order. If you've ever read George R.R. Martin, you'd know how gritty the setting is. But there is very rare magic, and when it does come up it comes up very powerfully. There's not much in the way of magic rules, because it is so rare, though.

The license for the setting has gone to Green Ronin, who will be putting out a new game (not D20) for it later this year, too. A Song of Ice and Fire RPG. Not sure what it'll be like, though.
 

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