kamosa
Explorer
I think the things that engross someone in a story don't change just because you move from high to low magic or back. Good character developement, proper plot developement and a sense for the heroic should be present at all levels of gaming. If you want to engross your players, make them care about their world, and give them a sense that they matter in the story.
At campaign design I try to create organizations and structures that can evolve as the players grow in power, allow the players to move up the structure of these groups and will continue to function if they are attacked by the players. In one campaign I set some of the players up as low level members of a powerful mages guild. As they raised in power, they came to have roles with in the guild. Reputation, responsibility and ownership were bestowed on the players. When that guild was later attacked, it was as if they had been attacked and they were quite pissed.
In another campaign I had set up a large trade guild as the "enemy" of the players. This guild was spread out geographically and could not be hit all at the same time. In fact it was almost impossible for the players to attack them in a way that would have done enough damage that the guild couldn't have responeded by utterly crushing the players. This caused the players to scale back their actions against the guild. They had to be careful not to go to far and get a reaction back. When they do something, it was always plausible that a counter attack was coming and would be quite nasty.
Don't give your bad guys the Dune disease. You know, one base in a very predictable place with seemingly unassailable defenses. PC's will always seem to find a way to attack a single point in the system. Build your bad guy organizations such that they don't have a single point of failure. If one function is destroyed, that function is picked up by another part of the opporation. If the players go on the offensive against your baddies, give them a chance to fight back and go at the players just as hard.
Just like low mana games, when the players are put in the position of saying "we could just attack, but would that be wise thing to do" their creativity climbs and there involvement in the story also goes up. Give them a positive role to play in a struggle among the powerful. Have their decisions and actions change the course of the game, but not destroy the core of the world. Give them things, people and places to defend, but also give them targets that they can destroy(because you know they will) without also destroying the game.
At campaign design I try to create organizations and structures that can evolve as the players grow in power, allow the players to move up the structure of these groups and will continue to function if they are attacked by the players. In one campaign I set some of the players up as low level members of a powerful mages guild. As they raised in power, they came to have roles with in the guild. Reputation, responsibility and ownership were bestowed on the players. When that guild was later attacked, it was as if they had been attacked and they were quite pissed.
In another campaign I had set up a large trade guild as the "enemy" of the players. This guild was spread out geographically and could not be hit all at the same time. In fact it was almost impossible for the players to attack them in a way that would have done enough damage that the guild couldn't have responeded by utterly crushing the players. This caused the players to scale back their actions against the guild. They had to be careful not to go to far and get a reaction back. When they do something, it was always plausible that a counter attack was coming and would be quite nasty.
Don't give your bad guys the Dune disease. You know, one base in a very predictable place with seemingly unassailable defenses. PC's will always seem to find a way to attack a single point in the system. Build your bad guy organizations such that they don't have a single point of failure. If one function is destroyed, that function is picked up by another part of the opporation. If the players go on the offensive against your baddies, give them a chance to fight back and go at the players just as hard.
Just like low mana games, when the players are put in the position of saying "we could just attack, but would that be wise thing to do" their creativity climbs and there involvement in the story also goes up. Give them a positive role to play in a struggle among the powerful. Have their decisions and actions change the course of the game, but not destroy the core of the world. Give them things, people and places to defend, but also give them targets that they can destroy(because you know they will) without also destroying the game.
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