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The problems in Designing a High Magic Campaign.
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<blockquote data-quote="SHARK" data-source="post: 932304" data-attributes="member: 1131"><p>Greetings!</p><p></p><p>Originally Posted By Protean</p><p></p><p>____________________________________________________</p><p></p><p>Quote:</p><p></p><p>"Shark, I have a concern with your considerations of average levels of NPcs.: do you find this creates a void for PCs that start at the early levels? any suggestions on how to integrate lower level adventurers into a high-magic world?"</p><p>____________________________________________________</p><p>End Quote.</p><p></p><p>Hey there Protean!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Well, I can't say that it has presented really any problems. To my mind, there are several things that I keep in mind: </p><p></p><p>(1) The group may be accompanied by several NPC's that either act as a bit of extra muscle to help the players in their struggle, and/or they may be slightly higher level--as befits more experienced and trained adults and professionals, who help guide the rest of the group and fight alongside them.</p><p></p><p>(2) The other assumption that I can reasonably make is that while the majority of the adult populations are of higher level, say for humans and such, it doesn't necessarily mean that races like Goblins and other weak 1 or 2 hit dice creatures aren't plenty of a challenge, and have many multitudes of 1 hit dice creatures.</p><p></p><p>(3) I award experience points for a variety of goals and tasks, as well as traveling and roleplaying. Combat, in my campaign world of Thandor, isn't the only way to gain experience points.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>(4) Perhaps most significantly, I have developed a Fate Point system where each character begins the game with a set number of Fate Points which can be used to avoid an untimely death or horrid disfigurement and such, per point. The characters may gain additional Fate Points at various intervals throughout different sessions of play, but such Fate Points are only awarded for great and glorious deeds, and for major goal or story accomplishments. I also have discarded--rule zeroed, I suppose!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />--spells like Resurrection, Raise Dead, and Reincarnation, because I don't like what those spells bring to the world, nor do I like the logical implications that would change a society's views of death. I also find the players embrace a casual, cavalier video-game mentality about death, as "we can always get raised!" that, at it's heart, deeply assaults the integrity of the game world. I am just entirely against these kinds of developments, both "in-game" and meta-game wise, so I have developed an elegant Fate Point system that does away with the offending spells easily, and yet provides the player characters, and others!--with a heroic, supernatural measure of grace that allows them to on occasion, and not inexhaustively--to escape the sure jaws of death and utter defeat.</p><p></p><p>The Fate Point system thus provides characters with the ability to struggle through and generally survive to see 4th level and higher. If they are stupid, of course, well, they have to remember, there's a bullet of sorts out there with their name on it, and when they have exhausted the gods' blessings of divine favour, then the jig is up and they are dead. Time to roll up a new character!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Generally, though, if they play smart, and with good teamwork, their Fate Points should be enough to keep them alive to reach higher levels.</p><p></p><p>Thus, Protean, these are all some of the techniques and considerations that I develop and use within my own campaigns. It doesn't really take that long before they are 4th level at any rate, and they are soon on their way to being heroes! </p><p></p><p>How's that sound? Let me know what you think.</p><p></p><p>Semper Fidelis,</p><p></p><p>SHARK</p></blockquote><p></p>
[QUOTE="SHARK, post: 932304, member: 1131"] Greetings! Originally Posted By Protean ____________________________________________________ Quote: "Shark, I have a concern with your considerations of average levels of NPcs.: do you find this creates a void for PCs that start at the early levels? any suggestions on how to integrate lower level adventurers into a high-magic world?" ____________________________________________________ End Quote. Hey there Protean!:) Well, I can't say that it has presented really any problems. To my mind, there are several things that I keep in mind: (1) The group may be accompanied by several NPC's that either act as a bit of extra muscle to help the players in their struggle, and/or they may be slightly higher level--as befits more experienced and trained adults and professionals, who help guide the rest of the group and fight alongside them. (2) The other assumption that I can reasonably make is that while the majority of the adult populations are of higher level, say for humans and such, it doesn't necessarily mean that races like Goblins and other weak 1 or 2 hit dice creatures aren't plenty of a challenge, and have many multitudes of 1 hit dice creatures. (3) I award experience points for a variety of goals and tasks, as well as traveling and roleplaying. Combat, in my campaign world of Thandor, isn't the only way to gain experience points.:) (4) Perhaps most significantly, I have developed a Fate Point system where each character begins the game with a set number of Fate Points which can be used to avoid an untimely death or horrid disfigurement and such, per point. The characters may gain additional Fate Points at various intervals throughout different sessions of play, but such Fate Points are only awarded for great and glorious deeds, and for major goal or story accomplishments. I also have discarded--rule zeroed, I suppose!:)--spells like Resurrection, Raise Dead, and Reincarnation, because I don't like what those spells bring to the world, nor do I like the logical implications that would change a society's views of death. I also find the players embrace a casual, cavalier video-game mentality about death, as "we can always get raised!" that, at it's heart, deeply assaults the integrity of the game world. I am just entirely against these kinds of developments, both "in-game" and meta-game wise, so I have developed an elegant Fate Point system that does away with the offending spells easily, and yet provides the player characters, and others!--with a heroic, supernatural measure of grace that allows them to on occasion, and not inexhaustively--to escape the sure jaws of death and utter defeat. The Fate Point system thus provides characters with the ability to struggle through and generally survive to see 4th level and higher. If they are stupid, of course, well, they have to remember, there's a bullet of sorts out there with their name on it, and when they have exhausted the gods' blessings of divine favour, then the jig is up and they are dead. Time to roll up a new character!:) Generally, though, if they play smart, and with good teamwork, their Fate Points should be enough to keep them alive to reach higher levels. Thus, Protean, these are all some of the techniques and considerations that I develop and use within my own campaigns. It doesn't really take that long before they are 4th level at any rate, and they are soon on their way to being heroes! How's that sound? Let me know what you think. Semper Fidelis, SHARK [/QUOTE]
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