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General Tabletop Discussion
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The problems in Designing a High Magic Campaign.
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 930707" data-attributes="member: 6533"><p>I agree that this is one of the essential challenges, along with determing how high magic has effected demographics.</p><p></p><p>One perspective is that most high magic campaigns assume that magic is in the hands of the traditional magic users: mages or at the very least civilized folk.</p><p></p><p>Messing with this assumption opens up a lot of possibilities particularly with regard to challenges.</p><p></p><p>The latest homebrew I played with was a high magic concept built around a high level of magical knowledge and large population of heroes, but the challenge comes from the fact that people control only a fraction of the magic controlled by nature and several ancient magical 'machines.' </p><p></p><p>After all, why should a high level of magic apply to just the talking and walking types, even if you're gonna ratchet it up for one segment of the world ratchet it's going to go up for the other sectors eventually.</p><p></p><p>What happens to land management when your local druid has taken to awakening wolf packs and teaching them sorcery?</p><p></p><p>What about when the most powerful magic user is a storm or when the real power behind the throne is the throne?</p><p></p><p>This method of applying high magic needn't necessarily be so over the top, but a lot of high magic settings help define themselves not only by the degree of utilitarian magic but also by large amounts of wild, free, or environmental magic. Chains of floating islands, forests of crystal trees that feed off of perpetual winds, and spirits that inhabit everything and trade service for the proper rituals.</p><p></p><p>If nothing else, there is no rule that states that human or humanlike things should have an undisputed position at the top of the food chain.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 930707, member: 6533"] I agree that this is one of the essential challenges, along with determing how high magic has effected demographics. One perspective is that most high magic campaigns assume that magic is in the hands of the traditional magic users: mages or at the very least civilized folk. Messing with this assumption opens up a lot of possibilities particularly with regard to challenges. The latest homebrew I played with was a high magic concept built around a high level of magical knowledge and large population of heroes, but the challenge comes from the fact that people control only a fraction of the magic controlled by nature and several ancient magical 'machines.' After all, why should a high level of magic apply to just the talking and walking types, even if you're gonna ratchet it up for one segment of the world ratchet it's going to go up for the other sectors eventually. What happens to land management when your local druid has taken to awakening wolf packs and teaching them sorcery? What about when the most powerful magic user is a storm or when the real power behind the throne is the throne? This method of applying high magic needn't necessarily be so over the top, but a lot of high magic settings help define themselves not only by the degree of utilitarian magic but also by large amounts of wild, free, or environmental magic. Chains of floating islands, forests of crystal trees that feed off of perpetual winds, and spirits that inhabit everything and trade service for the proper rituals. If nothing else, there is no rule that states that human or humanlike things should have an undisputed position at the top of the food chain. [/QUOTE]
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