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<blockquote data-quote="ciaran00" data-source="post: 1426207" data-attributes="member: 12493"><p><strong><em>Two paragraphs removed by Admin; when I said not to insult people, that also applies to not insulting people who prefer low magic games. I would have thought that was obvious.</em></strong></p><p></p><p>That said, a high magic game deteorates when the world shrinks around massively powerful characters/entities/etc. My particular solutions:</p><ul> <li data-xf-list-type="ul">There is always a bigger fish. Collary of: never forget who your masters are. As the players themselves evolve, so do the gods and other powerful entities around them. If in a low-level game you admit that the players are unique and special in some way, stop doing it for the high level game.</li> <li data-xf-list-type="ul">Gandalfs do not make good leaders. The kind of magicians that can level an island or fight a Balrog are grossly lacking in any ability to raise a kingdom or an army (it's just an example. Don't quote Tolkein to me. Tolkein had many misconceptions about world ecologies). A kingdom or an army is a different sort of resource than a +15 sword (and in many ways a more common and deadly one). Players that devote their time all to themselves will find themselves lacking in the true resource that is "power" (they would only have mettle, or personal power if you will). I call power a true resource because it converts to almost everything else (including currency).</li> <li data-xf-list-type="ul">There are other equals. Sort of like #1, except that you track your world (in part) in generations. There is the generation long before the PCs... the sorceror king/Champion of Rajaat kind that has been ruling the world for ages. There are the generations before the PCs... the high templars... the archsorcerors, etc. The generations directly before the PCs... the NPC/PCs (characters that the DM has personally developed) and most interesting to me the generation OF the PCs. Other characters who have evolved at the same level as the PCs. The best is, of course, the characters after the PCs... the ones who will come hunt them down for atrocities or whatever (being high level also means you've made countless enemies).</li> <li data-xf-list-type="ul">There are responsibilities. Power brings with it politics, complications, bureaucracy. PCs who've never encountered it before can get overwhelmed, making less trouble for DMs as they sort through the _meaning_ of having power... dependency, expectations, etc. <-- PCs should already be dealing with this in low level if your world has any dimension at all.</li> <li data-xf-list-type="ul">There is technology. No, I don't mean guns. Take an Engineer from the '40s or '50s. Engineers now have different (much better curricula). Similarly, there may be better ways to learn to cast fireball over the course of a few decades. Magicians may be able to better use the forces at hand than the older crew who intuitively tapped their ways through it (less documentation = more effort and more work). Issues of magical obsolescence may occur.</li> <li data-xf-list-type="ul">Forces of nature. Disease, plague, undeath, etc. These are always TOO large for any character of any level to handle. You're the DM. Sky's the limit.</li> <li data-xf-list-type="ul">What if. All the situations that break the rules. The characters are weaklings in the new world order. The characters are forced to hop backwards through time. The world as they know it is false. This is sort of like Piratecat's solution. The PCs' weakness comes not from you taking power away, but with you doing things in an alienly different way.</li> <li data-xf-list-type="ul">The Gauntlet. Any dungeon, long enough, will deplete the PCs resources no matter how high level they are.</li> </ul><p></p><p>Those are just some ideas. My tendonitis is preventing me from finishing this post, but I will return.</p><p></p><p>ciaran</p></blockquote><p></p>
[QUOTE="ciaran00, post: 1426207, member: 12493"] [b][i]Two paragraphs removed by Admin; when I said not to insult people, that also applies to not insulting people who prefer low magic games. I would have thought that was obvious.[/i][/b] That said, a high magic game deteorates when the world shrinks around massively powerful characters/entities/etc. My particular solutions: [list][*]There is always a bigger fish. Collary of: never forget who your masters are. As the players themselves evolve, so do the gods and other powerful entities around them. If in a low-level game you admit that the players are unique and special in some way, stop doing it for the high level game. [*]Gandalfs do not make good leaders. The kind of magicians that can level an island or fight a Balrog are grossly lacking in any ability to raise a kingdom or an army (it's just an example. Don't quote Tolkein to me. Tolkein had many misconceptions about world ecologies). A kingdom or an army is a different sort of resource than a +15 sword (and in many ways a more common and deadly one). Players that devote their time all to themselves will find themselves lacking in the true resource that is "power" (they would only have mettle, or personal power if you will). I call power a true resource because it converts to almost everything else (including currency). [*]There are other equals. Sort of like #1, except that you track your world (in part) in generations. There is the generation long before the PCs... the sorceror king/Champion of Rajaat kind that has been ruling the world for ages. There are the generations before the PCs... the high templars... the archsorcerors, etc. The generations directly before the PCs... the NPC/PCs (characters that the DM has personally developed) and most interesting to me the generation OF the PCs. Other characters who have evolved at the same level as the PCs. The best is, of course, the characters after the PCs... the ones who will come hunt them down for atrocities or whatever (being high level also means you've made countless enemies). [*]There are responsibilities. Power brings with it politics, complications, bureaucracy. PCs who've never encountered it before can get overwhelmed, making less trouble for DMs as they sort through the _meaning_ of having power... dependency, expectations, etc. <-- PCs should already be dealing with this in low level if your world has any dimension at all. [*]There is technology. No, I don't mean guns. Take an Engineer from the '40s or '50s. Engineers now have different (much better curricula). Similarly, there may be better ways to learn to cast fireball over the course of a few decades. Magicians may be able to better use the forces at hand than the older crew who intuitively tapped their ways through it (less documentation = more effort and more work). Issues of magical obsolescence may occur. [*]Forces of nature. Disease, plague, undeath, etc. These are always TOO large for any character of any level to handle. You're the DM. Sky's the limit. [*]What if. All the situations that break the rules. The characters are weaklings in the new world order. The characters are forced to hop backwards through time. The world as they know it is false. This is sort of like Piratecat's solution. The PCs' weakness comes not from you taking power away, but with you doing things in an alienly different way. [*]The Gauntlet. Any dungeon, long enough, will deplete the PCs resources no matter how high level they are.[/list] Those are just some ideas. My tendonitis is preventing me from finishing this post, but I will return. ciaran [/QUOTE]
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