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General Tabletop Discussion
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Normal/High Magic/Not Gritty How-To
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<blockquote data-quote="Brother MacLaren" data-source="post: 1425803" data-attributes="member: 15999"><p>While I really like Bendris' points on the other threads, here I would suggest that we take this thread to discuss "How can normal-magic games be made 'not silly'?"</p><p>I think that even the advocates of normal-magic games will recognize that if you don't come up with some good ideas to make your world work, it's going to have glaring inconsistencies and seem rather ludicrous. And it takes a lot of work to balance and run normal-magic adventures. You don't want combats to drag out over hours, but you also don't want every fight to be determined by who wins initiative. You want to be able to create a world your players can believe in enough to connect to it. Obviously, that's hard in any game, and I think it's much harder in a normal-magic game than in a low-magic game. (I'm using "normal-magic" to mean DMG standard, which is in my opinion "high-magic" compared to most fantasy literature)</p><p></p><p>So, Piratecat is not telling us "Why normal-magic D&D is cool," but rather "What you can do to make a cool game from normal-magic D&D." Not just cheerleading for his genre, but advice and examples. At least, that's what I take from his post.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 1425803, member: 15999"] While I really like Bendris' points on the other threads, here I would suggest that we take this thread to discuss "How can normal-magic games be made 'not silly'?" I think that even the advocates of normal-magic games will recognize that if you don't come up with some good ideas to make your world work, it's going to have glaring inconsistencies and seem rather ludicrous. And it takes a lot of work to balance and run normal-magic adventures. You don't want combats to drag out over hours, but you also don't want every fight to be determined by who wins initiative. You want to be able to create a world your players can believe in enough to connect to it. Obviously, that's hard in any game, and I think it's much harder in a normal-magic game than in a low-magic game. (I'm using "normal-magic" to mean DMG standard, which is in my opinion "high-magic" compared to most fantasy literature) So, Piratecat is not telling us "Why normal-magic D&D is cool," but rather "What you can do to make a cool game from normal-magic D&D." Not just cheerleading for his genre, but advice and examples. At least, that's what I take from his post. [/QUOTE]
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