The nature of High/Low Magic

Terramotus

First Post
From lurking around these boards, I've witnessed a vocal group (Minority? Not sure.) of folks who prefer low magic games. And, after reflecting on my 2 year high magic rollicking Forgotten Realms game which is now drawing to a close, I think I may be permanently beginning to side with the low magic group.

I see the points of both sides. On one side, high magic, high power is just plain fun. It's neat to watch a character gain power until he can level mountains. It's neat to level those mountains. That was the one of the chief aims of my current game - to run a swashbuckling, high adventure game where the heroes got more powerful and wielded strong magics. That, and to really explore the results on a society of all this magic being available, at least to the wealthy and powerful.

But now, as my heroes have reached the point where death isn't that much of a problem (though it's still a big deal to the characters - I've got good players), and magical item acquisition has basically gotten down to picking what you want out of the book and buying it from your good buddies the War Wizards of Cormyr, I've really noticed something about my game - it seems to lack a bit of challenge.

But I don't think it has much to do with how challenging the encounters are, or how good their chances of success are. I've killed characters, and they've failed tasks, and though the campaign has never been a "Killer Dungeon" style of game, I haven't just been throwing out baddies for them to mow down.

I think the problem is a lack of challenge inherent in the setting. What I mean by this is the difficulty of feeding, clothing, and healing yourself. The problems you have just getting by. Not that that sort of thing should necessarily be the forefront of the game (though tastes vary), but the players KNOW that their characters don't have to worry about it. They know that they won't die permanently unless someone really has it in for them - they're powerful and have friends. They know they won't have serious difficulty prepping for the next mission. In short, except for the whole risking pain and dismemberment thing, life is pretty good for them.

The key to drama is conflict, and lots of it. And in a lot of ways, the ability to cast powerful magics eliminates a great deal of the drama that we can easily relate to. The character might worry about invisible enemies teleporting into his bedchamber with dozens of buffs on them, the possibility that his magical gear is making him soft or throwing off his reactions in odd ways, or how much normal joes put him on a pedestal. And you can explore these aspects in a game, but it's more difficult. We don't instinctively grasp it. A lot of it is based on the rules system of the game you're using and then how much your character really knows about it. Try parsing that before roleplaying a character's reaction.

I could try enforcing this stuff, basically making a high magic game "grim n' gritty", but the reality is that my players, despite being gaming geeks all, don't know every remove nuance of the rules, and this stuff would appear to come out of freakin nowhere. They don't know how they should magically secure their bedrooms, even if their characters do, but they understand avoiding pickpockets. It's tough to grasp being kind of wonky with your fighting style because you're integrating those new boots of speed and ring of improved blur into your combat technique, but they can understand being a bit off because you're tired, hungry and dirty.

In short, I think that, when taken seriously, it both restricts the levels of conflict available (or at least that which the players will immediately grasp IS conflict) for the general setting, and brings a really bizzarre level of sophistication. Both of these actually end up limiting your choices as a DM, in some ways just as much as the raw rules make it tougher to run a mystery game.

For me, my next game will be a simplified, highly challenging, gritty game of d20 Modern. How do the rest of you handle this sort of thing? Oh, and sorry about the novel. :uhoh:
 
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I think you are spot on with your observations. Its a little like reconciling castles with a world of high magic- what's the point of spending years and huge resources on a castle when people/monsters can fly over the walls, teleport in etc etc.

Presumably, in a world where magic is prevalent, "inventors" have come up with counters and safeguards for fantastical threats, but we (not living in that world) find that difficult if not impossible to do ourselves (at least beyond certain levels).

The way I deal with it (which I don't have to do that much) is to treat this like characters fulfilling basic bodily functions-we know it is happening, but we don't focus on it in the game. So, if it became an issue, I can point out that in a world of high magic, castles have certain un-named spells covering them which protect against all but the handful of people in the world powerful enough to challenge them etc. etc. No player below epic level would be powerful enough to overcome those defences. Or whatever....

I suppose if such things became important, one could come up with a whole new list of spells/items designed for such simple but important things as ensuring a safe night's sleep. In a very high magic world, such items would probably be very common due to many suppliers and a huge demand. Or perhaps similar spells to castle defences would be in place on inns or even whole towns to protect the populace.
 

I'd say us low magic folks are definately a minority, although a significant one, and a vocal one. As I've said before, and no doubt will many times again, D&D is too self-referential for my tastes. Magic is one of the biggest culprit in making sure that D&D feels like D&D and nothing else -- it doesn't resemble any (non-D&D) fantasy novels very well, it doesn't resemble a "realistic" fantasy setting very well, the assumptions of the settings (the aforementioned vaguely medieval society with castles and such) and the details of the setting (monsters, magic, etc.) are mismatched.

There was a thread a long time ago by someone named SHARK which I recommend reading. In it, he discusses the many changes he's made to his homebrew setting to make the setting actually match the rules. I tend to make changes to the rules to match the setting, on the other hand.

The point is, for a certain personality type that is bothered by the way D&D works versus what D&D settings are supposed to be like, you have to change one or the other or the game moves into an unbelievable set of assumptions.

SHARK's thread is right here for anyone curious.
 

What a good thread, Terramotus.

I solve this by trying to create challenges for characters that are intimate and personal. Sure, I have the normal high-magic epic arcs, but I also try to get the PCs interested in smaller and more accessible plots. Is that big jerk going to get elected in local city politics, and if so will he make life miserable for your friends? What's going on with a PC's arranged marriage that his parents made back in his childhood? Did the plague wipe out people you know and love?

These sorts of plot threads make nice counterbalances to the high-magic bad guy, and can be just as rewarding and challenging.
 

Terramotus said:
The key to drama is conflict, and lots of it.

This is the heart of the matter.

Where the argument really begins is that we low magic folks think that, by definition, high magic removes conflict/tension/drama, and those on the other side of the argument swear that high magic and drama can coexist.

Personally, I haven't yet seen the DM who can juggle drama with high magic-- it seems to me they can only re-inject drama into the game by "nerfing" magical abilities or creating convoluted ways to deprive the players of the very high magic resources they swear by.

Granted, a lot of this has to do with the players' style, and how well they roleplay the drama. But that's the cart driving the horse, if you see what I mean-- creating drama should be the DM's job, not the players.

It may just be that I'm too jaded to make-believe that my high-level character feels any kind of threat or tension when I know that even death is just a temporary setback. Maybe I'm just too "meta-game." On the other hand, when I play in a low-level game (not necessarily even low magic, just low level), there is definitely always a greater sense of drama and tension than at later levels.

By the way, would it be inappropriate to recommend Bad Axe Games' Grim Tales for your next low magic game?

Wulf
 

And since Piratecat just weighed in, and since I'm currently playing in his high level game, and since I don't want to incur rat-bastardly smack-down, this is probably a good time to mention that I sort of reconcile this meta-game orientation of mine through a character who has a certain malaise about death and drama, in general. He tends to do a lot of watching and pondering-- with the occasional outburst of action to "shake up" the scenes unfolding around him.

I'm not much of a roleplayer. ;)

Wulf
 

Wulf Ratbane said:
Where the argument really begins is that we low magic folks think that, by definition, high magic removes conflict/tension/drama,

Ah. These must be some new meanings of "conflict", "tension" and "drama" that I wasn't aware of before.
 


Wulf Ratbane said:
...and since I don't want to incur rat-bastardly smack-down...

Too late. Horrible things involving conflict, tenson and drama happened to your character quite some time ago, but you haven't yet bit at any of my hints or plot hooks in that regards. I'm sure it'll turn up again. :)

I think it's a two way street, mind you; if a person decides that you can't have drama in a high lvl/high magic game, it's possible to create a character that specifically doesn't get emotionally involved, thus creating a self-fulfilling (and self-defeating) prophecy. I think that's deliberately crippling your fun potential.
 

I think it is simply ludicrous to say that high magic and drama are mutually exclusive.

People's exhibit A: Sepulchrave's story hour.

If you don't like high magic games, or if you think low magic is superior, that's great. But to say that high magic is incompatible with dramatic, exciting D&D is insulting to those of us who do like it.
 

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