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Community
General Tabletop Discussion
*TTRPGs General
waxing philosophical on "low magic" versus "high fantasy"
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<blockquote data-quote="RobJN" data-source="post: 1921737" data-attributes="member: 21534"><p>I've never really liked 3.x's unstated-but-implied "Magick-Shoppe-on-Every-Corner" vibe. </p><p></p><p>Like many post-ers, I like my magic to be <strong>magical</strong>. When the guy in robes waves his hands and mutters, the local peasants don't automatically run screaming "OMG!! HE'S CASTING <em>fireball</em>. RUN FOR YOUR LIVES!"</p><p></p><p>The approach I've taken in my homebrew tinkerings has been something close to pre-5th Age DragonLance (mages are scooped up, tested, and -- should they survive...er... pass-- they police themselves); the battles of mages are not something the general public ever sees, or would even necessarily know about.</p><p></p><p>The other approach in my current setting has been one of severe limitations. Magic was responsible for reshaping the land and destroying several kingdoms. As a result, magic-users are not trusted. Sorcerers are exiled if they're lucky. Wizards are an object of pity by some (picking through dusty towers and ruins, looking for bits and scraps of their former power); higher level mages are rare -- mainly because they found the lost goodies before the other guy could. The "locals" think that sorcerers and wizards get their powers by bargaining with demons and devils. And the local temples, of course, do nothing to curb those notions. It suits their interests if they are seen as the one "true" source of magical power. </p><p></p><p>Each setting has its fantastic elements, but as has been stated before, they are more a product of the fabric of the setting than the doings of anyone the PCs would ever associate with. Some are breathtaking marvels, others grim reminders of the consequences of meddling with Powers Best Left Untapped.</p><p></p><p>Food for thought,</p><p></p><p>Rob</p></blockquote><p></p>
[QUOTE="RobJN, post: 1921737, member: 21534"] I've never really liked 3.x's unstated-but-implied "Magick-Shoppe-on-Every-Corner" vibe. Like many post-ers, I like my magic to be [B]magical[/B]. When the guy in robes waves his hands and mutters, the local peasants don't automatically run screaming "OMG!! HE'S CASTING [I]fireball[/I]. RUN FOR YOUR LIVES!" The approach I've taken in my homebrew tinkerings has been something close to pre-5th Age DragonLance (mages are scooped up, tested, and -- should they survive...er... pass-- they police themselves); the battles of mages are not something the general public ever sees, or would even necessarily know about. The other approach in my current setting has been one of severe limitations. Magic was responsible for reshaping the land and destroying several kingdoms. As a result, magic-users are not trusted. Sorcerers are exiled if they're lucky. Wizards are an object of pity by some (picking through dusty towers and ruins, looking for bits and scraps of their former power); higher level mages are rare -- mainly because they found the lost goodies before the other guy could. The "locals" think that sorcerers and wizards get their powers by bargaining with demons and devils. And the local temples, of course, do nothing to curb those notions. It suits their interests if they are seen as the one "true" source of magical power. Each setting has its fantastic elements, but as has been stated before, they are more a product of the fabric of the setting than the doings of anyone the PCs would ever associate with. Some are breathtaking marvels, others grim reminders of the consequences of meddling with Powers Best Left Untapped. Food for thought, Rob [/QUOTE]
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