No magic fantasy game

Sure, sure- but they're still a bit less magical than those others, and with a bit of work, most of those could be recast in almost totally non-magical terms.

You could easily give the Monk bonus languages every level and change the Ninja's Invisibility to a huge modifier to Hide In Shadows and/or disguise...even allowing such things to be done on the fly and in broad daylight.

Harder, though, would be things like the changes to the Monk's physical form...but again, those could be redone as huge bonuses against poisons, or to Heal/Survival/Alchemy rolls to finding remedies to defeat poisons.
 

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The problem I have with using DND is that as soon as I do someone will want to use magic because they know it exists. Using a system that has no or low magic would make the players not even think about it.

SIF would be cool, I was looking at some stuff for it, but it's not out, so I think I'm going to go to WoD.

Warhammer fantasy also looked good, but a bit to number crunchy for me.

Thanks
 

The problem I have with using DND is that as soon as I do someone will want to use magic because they know it exists. Using a system that has no or low magic would make the players not even think about it.

SIF would be cool, I was looking at some stuff for it, but it's not out, so I think I'm going to go to WoD.

Warhammer fantasy also looked good, but a bit to number crunchy for me.

Thanks

Well, by that login you are going to run into the same problem with WoD. Even if you are running a pure "mortals" campaign with (n)WoD there are books out there that add magic to that kinda game. Sure, not as overwhelmingly prevalent as in DnD, but its there. Unless you pick up a game that has absolutely 0 player accessible magic you are going to have to run a tight ship as to what is and what is not allowed.

A second thing you are going to have to think about: if you have players who might want magic, are they going to be happy if you run a no magic campaign?
 

How about GURPS? It not only does no-magic campaigns very well, but also has a vast range of other advantages that the characters can put their experience points in...
 

How about GURPS? It not only does no-magic campaigns very well, but also has a vast range of other advantages that the characters can put their experience points in...

GURPS scares the bagebious out of me, but I have looked into it.

As for WoD, they don't know whats in that game, so its easer to tell them what they can do, and I will tell them the setting before they play, so they will know what they are getting into.
 




HarnWorld. By default, it's set up as a low/no magic game. The core rules for HM3 (HarnMaster 3) cost $9.95, here. If you want to add magi, buy the Shek Pvar supplement and, if you want to add magic-using priests, buy the Religion supplement. Even with these supplements, HM3 is low magic compared to traditional D&D and about on par with Iron Heroes.
 

HM3 is low magic compared to traditional D&D and about on par with Iron Heroes.

Traditional D&D, as in OD&D, has about as much magic as an Iron Heroes campaign.

Quibble aside ;), I'd say that you should run a game of OD&D/AD&D. Sure, they require a slightly different mindset, but they certainly have low-magic, especially if you disallow magic-users/clerics.

If you're of a more new-school bent, then Iron Heroes is the way to go. I've got a couple of the PDFs myself, and I've always wanted to run a game or two of it.
 

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