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The problems in Designing a High Magic Campaign.
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 934988" data-attributes="member: 6533"><p>First or second level are not going to change the basic nature of your relationship to the Elminsters of the world.</p><p></p><p>For low-level critters I tend to give them the same magical advantages that PCs are going to have.</p><p></p><p>Because unless some really abberrant magical advantage has developed in some specific corner of the world than everything will have developed in adaptation to a high level of magic.</p><p></p><p>That would be sort of the Dark Sun response to the proposition of a high magic world.</p><p></p><p>Though in my case it has manifested in some very unusual world building phenomena.</p><p></p><p>Another way to play it for low level adventurers is simply not to give them access to the really high level stuff. I think of this as the cold war response to High Magic.</p><p></p><p>You've got lots of Americans and Soviets running around with much better stuff than you got and generally acting on an entirely different plane from you and with entirely different goals. Mostly you deal with your own problems and try to avoid them. As you grow in power and prestige in your country these guys start to seek you out and attempt to sway you to one side or the other with more training and access to their stuff. Eventually you become a fully accredited cold warrior with little interest in the problems you originally encountered.</p><p></p><p>Don't mean to draw a parallel between the way magic and technology inform a society so much as the way large imbalances in technical or magical power will inform a society.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 934988, member: 6533"] First or second level are not going to change the basic nature of your relationship to the Elminsters of the world. For low-level critters I tend to give them the same magical advantages that PCs are going to have. Because unless some really abberrant magical advantage has developed in some specific corner of the world than everything will have developed in adaptation to a high level of magic. That would be sort of the Dark Sun response to the proposition of a high magic world. Though in my case it has manifested in some very unusual world building phenomena. Another way to play it for low level adventurers is simply not to give them access to the really high level stuff. I think of this as the cold war response to High Magic. You've got lots of Americans and Soviets running around with much better stuff than you got and generally acting on an entirely different plane from you and with entirely different goals. Mostly you deal with your own problems and try to avoid them. As you grow in power and prestige in your country these guys start to seek you out and attempt to sway you to one side or the other with more training and access to their stuff. Eventually you become a fully accredited cold warrior with little interest in the problems you originally encountered. Don't mean to draw a parallel between the way magic and technology inform a society so much as the way large imbalances in technical or magical power will inform a society. [/QUOTE]
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