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General Tabletop Discussion
*TTRPGs General
Rambling about the nature of campaigns and magic
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<blockquote data-quote="RangerWickett" data-source="post: 2216738" data-attributes="member: 63"><p>Why do some DMs feel a need to change magic's power level?</p><p></p><p>These DMs generally fall into two groups -- those who want easily-run games, and those who want a consistent world.</p><p></p><p>For the first group, high level magic messes with their plots because they think in Hollywood action movie terms, and just aren't ready to deal with the party taking out a villain in one blow. This is in part a problem of the system, but a well-practiced DM knows ways to layer a villain with defenses. Logically, in a world where one spell can kill you, smart villains would definitely hire someone to toss on a contingent spell immunity or spell turning.</p><p></p><p>The second group of DMs don't think a world can work with high-magic. Well, take a look at Star Trek. Oftentimes, Star Trek - especially the Next Generation - addressed the challenges of dealing with technology, and magic is really just high technology (ask Arthur C. Clarke if you don't believe me). [[As an aside, old school Star Trek focused on political and ethical issues a lot because that's what people were worried about at the time. Next Gen Star Trek focused a lot more on showing the perfect society that had been achieved by technology, and then pointing out how dangerous that tech was. DS9 was about the end of the world, and Voyager was just about kicking ass.]] </p><p></p><p>Anyway, DMs need to understand what their problem is with magic before they go and start changing things. I am in no way saying that changing things is bad; it's just that work is a lot more efficient when you understand the basis of what you're doing.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2216738, member: 63"] Why do some DMs feel a need to change magic's power level? These DMs generally fall into two groups -- those who want easily-run games, and those who want a consistent world. For the first group, high level magic messes with their plots because they think in Hollywood action movie terms, and just aren't ready to deal with the party taking out a villain in one blow. This is in part a problem of the system, but a well-practiced DM knows ways to layer a villain with defenses. Logically, in a world where one spell can kill you, smart villains would definitely hire someone to toss on a contingent spell immunity or spell turning. The second group of DMs don't think a world can work with high-magic. Well, take a look at Star Trek. Oftentimes, Star Trek - especially the Next Generation - addressed the challenges of dealing with technology, and magic is really just high technology (ask Arthur C. Clarke if you don't believe me). [[As an aside, old school Star Trek focused on political and ethical issues a lot because that's what people were worried about at the time. Next Gen Star Trek focused a lot more on showing the perfect society that had been achieved by technology, and then pointing out how dangerous that tech was. DS9 was about the end of the world, and Voyager was just about kicking ass.]] Anyway, DMs need to understand what their problem is with magic before they go and start changing things. I am in no way saying that changing things is bad; it's just that work is a lot more efficient when you understand the basis of what you're doing. [/QUOTE]
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