The problems in Designing a High Magic Campaign.

Hackenslash

First Post
Hello again All,

I am now thinking of designing a High Magic campaign. I have already designed the main campaign world, pantheon of gods and continental masses and kingdoms etc...and finally decided on a stat generator for characters (thanks to all who helped me with that) but I'm having difficulty on defining what constitutes High Magic in a campaign world and was wondering if there were any supplements or rules that help define high level magic in a campaign. Also, I was wondering if this would make the campaign more difficult to control and if anyone has ever DM'ed a High Magic campaign and difficulties they experienced if any ? Thanks for any advice or suggestions. Cheers All :D
 

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I try to really stay away from magical anachronisms. I hate the feel of the streets lit by continual flames, and the magical toothbrush. That being said, I think my game stays pretty close to the DMG magic guidelines, with the caveat that I encourage the use of divination spells and the like.

A few suggestions:

- Make high lvl casters rare. When they are around, they tend to be politically or socially prominent.

- Keep the PCs guessing. Use unique magic items and non-standard spells, by using the same spell mechanics but with a different special effect.

- Make items mysterious. Maybe some items have hidden curses, such as a belt of giant strength that makes the user grow and take intelligence damage. Maybe they have hidden benefits, or uses. Either way, adding tiny bits of special power makes the items more memorable.

- When people buy items, make it an adventure. I'm not inherently opposed to a magic shop, but it damn well better be a dark and musty room off a side alley, where the PC could swear there wasn't a door yesterday, and where the elderly shop keeper is probably more than he seems to be - and where items are sold in exchange for a riddle, or a memory, or a piece of a soul, or for other items, instead of simply cold cash.
 
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Demographics are VITAL. D&D magic and D&D demographics don't work together at all, and trying to justify both existing together leads to the dreaded techno-magic anachronisms.

IMC, cities are small, rural life is dangerous, and every person counts. Families have many children, but there are so many things which enjoy eating people... child death rates are high, and not due to natural causes. Once someone is an adult, life expectancy goes up (due to magic).

Nations have at least one standing army, and require all citizens to partake. Mages & clerics are trained and incorporated. Nations which are aligned with specific gods are often headed by Aasimar nobility and Half-Celestial royal families.

City-States are based on specific personal power -- a dragon, a lich-prince, a divine oracle, a demigod -- which can defend a specific area.

Army units are small but well-trained. Town guards are either powerful enough to actually defend a town, or are just sentries which alert the REAL power, which can actually defend the town.

Some soldiers have one level of Sorcerer or Cleric, and units are well equipt in magic items -- which belong to the King, of course.

That's my world, any way.

-- Nifft
 

My old Namea campaign was designed around the idea that societies had evolved with D&D magic and other intelligent races. It was very educational in as far as campaign design - here are a few things we found were good to keep in mind.

1. Abusive magic: There are a whole lot of spells and spell combinations that can literally dictate how your societies will be built and defended. Teleport, Gate, Shapechange, Scry, Earthquake, Instakill spells, Control Weather, Disjunction, Wish, Fly, Invisibility, Domination, Time Stop. There are specific counters to many of these to protect small locales, but not entire villages, towns or cities.

2. HL/EL characters: The most important question will be: What are your HL demographics? The difference in power and capabilty between commoners and HL characters is staggering, nothing in real life compares. HL characters can possess Intellects, Wisdom and Charisma that we can't even imagine IRL. Their capabilty is awesome, they can do so many things so well that a small band of retired adventurers could do the work of hundreds, if not thousands of commoners - war, agriculture, manufacturing, etc. Skills such as Diplomacy, Perform and Intimidate can bend people to your will (even enemies) through a single check. These are things you might want to address (nerf or otherwise).

You also have to accept that HL characters/monsters can simply kill an unlimited amount of commoners and living in a D&D based world and life for the average commoner might be very scary indeed. All these factors are going to influence how commoners behave and their outlook on life.

3. Monsters: If you're dropping down 2 or 3 monster manuals and saying "All these races exist on my world." you should also consider how the PC races managed to survive when you've just dropped 2 or 3 books of far more worthy races on the table. You can always institute the "divine right" clause but then understand what the gods must have done (and must continue to do) to suppress all the other races from achieving dominance. Spawn creating undead are like a virus that has to continually be kept in check, certain EL monsters can wreak absolute havoc on a campaign if allowed to exist, etc.

In our Namea campaign, humans ended up playing (in public) the neutral third-party race that was a go-between for the dominant species of the world (the beholder empires, the undead empires, the illithids, the giants [who supported the humans], demon-infested lands, etc.). They secretly worked to undermine their societies and towards keeping safe the last of the endangered PC races (the elves, dwarves, etc., and the last of the dragons).

Societies: How has magic altered the way societies developed? What kind of cities do they live in? Has it changed agriculture? Has it changed warfare? Economy? Political Structure? Transportation? Communication?

Give us an idea of "how much" magic you'd like to incorporate into your campaign and it'll be easier to answer some of these questions.


Cheers,

A'koss.
 
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Actually, it's fascinating to posit the potential impact that clerical magic would have upon a population - and the resulting hold that the clergy would have on the loyalties of the people as a result.

Medieval child mortality rates are estimated, but vary between 30% and 50%. In a world with clerics, though, these would be remarkably lower, as would the number of women who died while giving birth.

Think about it: worship the local religion, and be attended by an actual cleric (albeit 1st-3rd lvl) who could save your life during child birth. Don't worship the local temple, and be attended by a midwife. Which one do you think would have a better chance of stopping hemorrhaging? If you were about to give birth, which do you think you'd be beholden to?

Thus, I always thought that local temples - not Lords, or Kings - would hold the most sway in loyalty battles. that makes the church immensely influential! It also means that a kingdom who encouraged church presence in villages would have a higher population growth. Interesting stuff.

Because of this sort of thing, I like to try and get a kingdom's primary religions intimately tied into politics. The church might have dictates expressly permitting what sort of high-magic spells can be used without sinning, and what is considered an abomination in the eyes of God. Fun stuff to think about!
 

I agree with Piratecat. My own Ptolus campaign has the concept of all clerics (of the Imperial deity Lothian) are not just clerics, but also political figures as well. Even the lowliest cleric is an official. The empire itself has a secular emperor and a holy emperor of the church--two different people, both with incredible power and influence.
 

Piratecat said:
Think about it: worship the local religion, and be attended by an actual cleric (albeit 1st-3rd lvl) who could save your life during child birth. Don't worship the local temple, and be attended by a midwife. Which one do you think would have a better chance of stopping hemorrhaging? If you were about to give birth, which do you think you'd be beholden to?

Don't forget Bards, Druids, Paladins and Rogues with wands of CLW! (Seriously -- imagine a Rogue with a wand of CLW going around, healing commoners, and generally pretending to be a Cleric. People like that will hurt the Church's image almost as much as the Church's own abuse of power would.)

There's other healing to be had, and people in villages may drive out the local Cleric if the local Druids mentioned that Clerics were bad for the crops.

Finally, polytheism. Enough wars have been fought in real life about interpreting how to worship one god... religion may not be a bastion of stability, but rather an excuse for war -- and commoners may try hard to avoid being beholden to any one particular church, as seeing their sons die in battle isn't much better than seeing them die in childbirth.

(IMC, there are no commoners -- NPCs have Expert levels, and are generally not optimized for combat -- Skill Focus Feats, etc.)

-- Nifft
 

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