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That Mythic Age Feel
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<blockquote data-quote="DMScott" data-source="post: 1125765" data-attributes="member: 11734"><p>The campaign I'm currently playing in has sort of a low-powered epic feel. The background when we started was that the gods were dormant and had been for a thousand years or more. The gods were the source of magic in the world, so with them gone only low-level spell effects were possible - up to maybe 3rd level spells. There was a corresponding lack of magic items, and because of this a 5th level character was considered extraordinarily powerful and competent - it's hard to get to higher levels with so little magic.</p><p></p><p>Our group, starting at 1st level, found out that one of the really evil gods hadn't actually been banished like the rest of them - he had a long-term scheme to steal all the power, magic, and worshippers for himself. In the process of stopping him, we restored knowledge of the gods, freed the main good deity, and thwarted the evil god's plans at the last second to become epic heroes of legend... at around 6th level. We've since continued, mostly with other characters, through kind of the "gold rush" phase of the campaign where magic returns, people rush to discover the lost secrets of magic, and more gods get freed (or become part of the plots of evil gods seeking their power). Right now, the upper limit of power among the living is mostly around 11th level or so, with a few more powerful undead (who are understandably objects of great fear).</p><p></p><p>Most of the rules are fairly standard; the big change from standard D&D is the lack of a magical economy. If a fifth level evil cleric casts Blindness/Deafness on a third level PC, that's a really big deal - you can't just find a village priest to cast Remove Blindness because there are so few clerics of that level around. Magic items are few and far between, and something like a +3 equivalent sword is probably treated as an artifact. And so on.</p><p></p><p>The biggest difference is in style - there's never a feeling that there's somebody else who can handle whatever the PCs are doing, and as the campaign progresses characters can hear tales of what they've done spread around the land. Basically, it's a campaign where you make the legends.</p></blockquote><p></p>
[QUOTE="DMScott, post: 1125765, member: 11734"] The campaign I'm currently playing in has sort of a low-powered epic feel. The background when we started was that the gods were dormant and had been for a thousand years or more. The gods were the source of magic in the world, so with them gone only low-level spell effects were possible - up to maybe 3rd level spells. There was a corresponding lack of magic items, and because of this a 5th level character was considered extraordinarily powerful and competent - it's hard to get to higher levels with so little magic. Our group, starting at 1st level, found out that one of the really evil gods hadn't actually been banished like the rest of them - he had a long-term scheme to steal all the power, magic, and worshippers for himself. In the process of stopping him, we restored knowledge of the gods, freed the main good deity, and thwarted the evil god's plans at the last second to become epic heroes of legend... at around 6th level. We've since continued, mostly with other characters, through kind of the "gold rush" phase of the campaign where magic returns, people rush to discover the lost secrets of magic, and more gods get freed (or become part of the plots of evil gods seeking their power). Right now, the upper limit of power among the living is mostly around 11th level or so, with a few more powerful undead (who are understandably objects of great fear). Most of the rules are fairly standard; the big change from standard D&D is the lack of a magical economy. If a fifth level evil cleric casts Blindness/Deafness on a third level PC, that's a really big deal - you can't just find a village priest to cast Remove Blindness because there are so few clerics of that level around. Magic items are few and far between, and something like a +3 equivalent sword is probably treated as an artifact. And so on. The biggest difference is in style - there's never a feeling that there's somebody else who can handle whatever the PCs are doing, and as the campaign progresses characters can hear tales of what they've done spread around the land. Basically, it's a campaign where you make the legends. [/QUOTE]
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