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[Poll] As A *Player*, Do You Enjoy Low-Magic/Grim&Gritty Campaigns?
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<blockquote data-quote="Bendris Noulg" data-source="post: 1440640" data-attributes="member: 6398"><p>I wouldn't consider the previous editions as "arbitrary", though... Rather, the designers (specifically EGG, but most of the others) had their own preference of fantasy and wrote rules that reflected that preference (comparing different box sets then, such as FR to Planescape to Dark Sun to Ravenloft, was similar to comparing different d20 products now).</p><p> </p><p>Then again, I don't really see a difference between arbitrary decisions to make things rigid and arbitrary decisions to make things flexible. The both require someone "high up" to say "I think the game should be like...", and off it goes.</p><p> </p><p>Tsk tsk... This sounds a bit to much like "literary and mythic != fun"... I know it's not what you meant, but it's the sort of thing that can spark flames.</p><p> </p><p>At any rate, I've no problem with potent magic, or even with the PCs having it. I'm just one to keep it rare in the world itself (making the PCs more special for having it) and making it part of in-game events to acquire it (rather than spontaneous spell generation, assumed research, assumed laboratory, assumed library, assumed temple/shrine, etc...).</p><p> </p><p>Or consider it this way: While I may never <em>give</em> a PC [Spell X], there's nothing stopping the PC from researching [Spell X] and becoming the first spellcaster <em>ever</em> to have access to it. Low (Rare) Magic? Yes. Prohibited from PCs? Not in the slightest.</p><p> </p><p>(And, naturally, keeping [Spell X] out of game play prior to the PC-creation of [Spell X], also means that NPCs won't have it either...)</p><p> </p><p>While this isn't always the case in <em>all</em> Low Magic games, I've found (again, as a Player, and thus emulating similar as a GM) that it <em>usually</em> is.</p><p> </p><p>Yeah, S&M had the majority of the guidelines, while HLC touched on it (it was more concerned with True Dwoemers, aka Epic Spellcasting's prototype).</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1440640, member: 6398"] I wouldn't consider the previous editions as "arbitrary", though... Rather, the designers (specifically EGG, but most of the others) had their own preference of fantasy and wrote rules that reflected that preference (comparing different box sets then, such as FR to Planescape to Dark Sun to Ravenloft, was similar to comparing different d20 products now). Then again, I don't really see a difference between arbitrary decisions to make things rigid and arbitrary decisions to make things flexible. The both require someone "high up" to say "I think the game should be like...", and off it goes. Tsk tsk... This sounds a bit to much like "literary and mythic != fun"... I know it's not what you meant, but it's the sort of thing that can spark flames. At any rate, I've no problem with potent magic, or even with the PCs having it. I'm just one to keep it rare in the world itself (making the PCs more special for having it) and making it part of in-game events to acquire it (rather than spontaneous spell generation, assumed research, assumed laboratory, assumed library, assumed temple/shrine, etc...). Or consider it this way: While I may never [i]give[/i] a PC [Spell X], there's nothing stopping the PC from researching [Spell X] and becoming the first spellcaster [i]ever[/i] to have access to it. Low (Rare) Magic? Yes. Prohibited from PCs? Not in the slightest. (And, naturally, keeping [Spell X] out of game play prior to the PC-creation of [Spell X], also means that NPCs won't have it either...) While this isn't always the case in [i]all[/i] Low Magic games, I've found (again, as a Player, and thus emulating similar as a GM) that it [i]usually[/i] is. Yeah, S&M had the majority of the guidelines, while HLC touched on it (it was more concerned with True Dwoemers, aka Epic Spellcasting's prototype). [/QUOTE]
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