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General Tabletop Discussion
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The Difficulties Of Running Low Magic Campaigns
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<blockquote data-quote="Stef McCarter" data-source="post: 7737282" data-attributes="member: 6877544"><p>I'm running a game right now for my son and his brother and sister (ages 6-10) and all of them are new to D&D but they are levels 3/4/4 and they have a total of 3 magic items in their group (not counting potions). My son who plays a thief/wizard has a staff of spell storing, his sister who is a thief has a dagger of venom and his brother who is a fighter/thief has a short sword of quickness and they all think the world of their magic items. I have found when the group has fewer magic items they mean more to the group. I have always run a low magic world. I originally created this world back in 1989 (senior year of high school) and play it in 1st, 2nd, 3rd and now 5th edition.</p></blockquote><p></p>
[QUOTE="Stef McCarter, post: 7737282, member: 6877544"] I'm running a game right now for my son and his brother and sister (ages 6-10) and all of them are new to D&D but they are levels 3/4/4 and they have a total of 3 magic items in their group (not counting potions). My son who plays a thief/wizard has a staff of spell storing, his sister who is a thief has a dagger of venom and his brother who is a fighter/thief has a short sword of quickness and they all think the world of their magic items. I have found when the group has fewer magic items they mean more to the group. I have always run a low magic world. I originally created this world back in 1989 (senior year of high school) and play it in 1st, 2nd, 3rd and now 5th edition. [/QUOTE]
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