Henry@home
First Post
hong said:I think that's a very good point, and one possibly missed by people who advocate low-magic settings. Fantasy roleplaying can be thought of as a way for the participants to recreate the hero's journey, as described by Joseph Campbell (among others).
*SNIP*
Hong, did you realize you just made KenjiB's argument for him? Just an observation.
You derided his argument about D&D getting away from its roots, but then turned right around and beautifully used a Joseph Campbell analogy followed by examples from classic mythology to connect to the other readers in this thread the point you were trying to make.
I'm not deriding you or your position in this post - I agree with it - but it is a stunning observation to me.
Low magic games have a strong appeal, because it fits the mold of classic literature better; however, it limits the choices of players to play the pivotal roles in most fantasy literature. Where would Arthur be without Merlin? Jason without Circe? However, the player should have a choice to play the stock from which those pivotal roles descended.
I believe that just by eliminating the schools of Evocation and Necromancy you can effect a lot of change in your game world by the one act. Imagine a D&D world where fireballs don't exist, the most powerful direct attack spells are fire arrow and burning hands, and the dead cannot be raised. The entire picture changes dramatically, and percious little game balance is sacrificed.
Any thoughts on this?
P.S. - As per Corinth's excellent suggestion, "Low magic" to me is a setting where 5th level magics and higher are so rare that PC's might come upon them once in a campaign, and a magic weapon is never nameless nor without consequence for use.
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