The Difficulties Of Running Low Magic Campaigns

I recently talked with a gamer who's often full of unusual, and sometimes impractical, ideas. He asked me about the difficulties of running a medieval-style low-magic D&D campaign. Lord of the Rings had to come up in the conversation, because it's the most well-known low magic fantasy setting in existence. If you take a functional rather than emotional view of the characters, in First Edition D&D terms Aragorn amounts to a seventh level ranger and Gandalf the Grey to an eighth level cleric with a Ring of Fire, and other characters are similarly low level. (I'll discuss in detail this another time.) Magic and "super-power" is immensely rare in this setting.

I recently talked with a gamer who's often full of unusual, and sometimes impractical, ideas. He asked me about the difficulties of running a medieval-style low-magic D&D campaign. Lord of the Rings had to come up in the conversation, because it's the most well-known low magic fantasy setting in existence. If you take a functional rather than emotional view of the characters, in First Edition D&D terms Aragorn amounts to a seventh level ranger and Gandalf the Grey to an eighth level cleric with a Ring of Fire, and other characters are similarly low level. (I'll discuss in detail this another time.) Magic and "super-power" is immensely rare in this setting.


It should be easier to run a low magic rather than a high magic campaign because the powers of both characters and opponents are unlikely to get out of hand. But as for recruiting players for such a campaign…that could be difficult in 2018. (Keep in mind, he's a college student and is likely to have players who are college students, not older players.)

The fundamental problem with a low magic campaign is that people have been "trained" to expect high magic by video RPGs and MMOs, and by video games in general, that are often designed to reward rather than challenge players. In other words, the low magic campaign will feel much too "tame", too dull, too slow, too "lame". Yes, it can be just as dangerous as any other campaign, but I suspect most players are not looking for danger any more when they play RPGs, again as encouraged by video games (where you can never lose).

Will players go for a game where there isn't a "loot drop" with every monster, without magic items by the bucket load?

In CRPG/MMOs leveling is what it's all about, the destination (which is maximum level) not the journey. Yet in order to run a low magic campaign you probably have to have low level characters, and that means they can't level up every other session or sooner. How will this sit with people who are accustomed to computer RPGs?

Perhaps it can work if you tell the players before the campaign starts that it's a military style campaign, that the party is like an elite combat unit (Navy SEALs, SAS, and such) trying to accomplish a series of dangerous but vital missions. Or perhaps they're like elite mercenaries doing the same thing. In other words, you can try to train the expectations of the players, but you're up against their experience, which will often include lots of computer RPGs.

My advice to my friend was to make small differences in capability from one level to the next, to let the players level up with some frequency, but to make magic items very rare, as in LOTR. If the players think of themselves as special service troops/elite mercenaries, perhaps that will work.

Improvement of characters is a pillar of RPGs. If they can only rarely improve via magic item collection, they're left with money collection or improved inherent capabilities (stronger, sneakier, better defenders, etc.). An alternative way to run a low-magic campaign might be to let the players begin as extraordinarily capable characters (compared with ordinary people) who don't really change much. They would be like James Bond and other long-running movie and comic book characters (Indiana Jones, Black Widow), and heroes of many novels. If players aren't focused on leveling up, they could actually have adventurous fun!

Another way is to emphasize collection of wealth, where players become merchant magnates or buy into the nobility or become leaders of mercenary armies. The ultimate goal might be to run their own small country.

I should think some readers have tried low-magic medieval-style campaigns. How well did they work out?

contributed by Lewis Pulsipher
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

Dannyalcatraz

Schmoderator
Staff member
Supporter
That's not low-magic, though. The difference between a darts cantrip and just darts is that one of them is gratuitous magic, which goes against the tone of a low-magic setting. You're not playing in a low-magic setting if your resident spellcaster is literally throwing magic in every round of every encounter.

It depends on which version of “low-magic” is being used. If the darts at-will is among the most powerful magical abilities in the world, then yes, that IS low magic.
 

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It depends on which version of “low-magic” is being used. If the darts at-will is among the most powerful magical abilities in the world, then yes, that IS low magic.
Eh. I get what you're saying, but I still wouldn't consider that to be low-magic. If magic isn't powerful, but it's very common, then that all balances out and it's still average-magic over all. The last three editions of D&D have all been absurdly high-magic settings.
 



I think The One Ring has done a great job capturing a low-magic setting. I haven't quite convinced myself, though, that the mechanics transport well to a different setting. That is, if you were to try to run a Conan-style setting with it, it might feel a little forced given how wrapped into the Middle Earth setting everything is. That wasn't what they were going for, obviously, so don't interpret that as criticism; just something I've been musing.

I appreciate the conversation on all this. I'm a big fan of low-magic, slow progression campaigns and pulled some good ideas out of this.
 

Yes, but it is a very good book, with only a couple of little flaws in the class ability sections. And the fact that it does it with the OGL/SRD and not all of the 5E rules makes it more impressive.

Im really impressed with what aime have done with 5e, and i cant wait to run it.

Makes me like to see what else can be done with the 5e ogl. Although itd never happen id love to see an l5r 5e ogl :)
 

Matt Kruse

First Post
You can very easily run this kind of campaign, in Pathfinder, by giving out a bonus feat at every character level to your player characters and by keeping the characters fairly mundane as far as playable classes go (by limiting the choices of playable character classes to those with little to no access to "magic" abilities), though this is up to the GM. It will take some tweeking of rules mechanics. Essentially the extra bonus feats and leveling can replace the "finding magical drops/ loot". This keeps players interested by still providing something to enable chasing their video-game-learned power-up fix.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
You can very easily run this kind of campaign, in Pathfinder, by giving out a bonus feat at every character level to your player characters and by keeping the characters fairly mundane as far as playable classes go (by limiting the choices of playable character classes to those with little to no access to "magic" abilities), though this is up to the GM. It will take some tweeking of rules mechanics. Essentially the extra bonus feats and leveling can replace the "finding magical drops/ loot". This keeps players interested by still providing something to enable chasing their video-game-learned power-up fix.

Hmmm...

Cutting full casters’ spells known & slot acquisition rates paired with an increase in bonus Metamagic/Reserve(/Crafting?) Feats might work. The trick is figuring out the balance. Fewer & less powerful spells reduces punch but is offset by increased flexibility.
 

TheSword

Legend
Cut spell casters out of PC roles completely. Concentrate on balancing classes against each other and then tailor the campaign to their capabilities.

We’re loving AiME and it really isn’t converted much. The spell casting variant classes scholar and warden are very poor and have been ignored.
 
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A somewhat heretical way to keep the players engaged is to allow them to accrue magical properties for their existing gear. By using the sword in a heroic way to slay a major monster, the player may inherit a bonus using this sword against this class of monsters.
No idea how well this could sit with a class- and level-obsessed game in the D20 family. Few of my fantasy games had magical artillery, but that was due to the choice of the game system, and some slight limitations to material for the artillery spells. If the material components for your area effect mass destruction spell costs the equivalent of a small castle, you might be glad to have it but reluctant to use it.
 

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