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What books describe a good magical world?
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<blockquote data-quote="Khanedur" data-source="post: 4131935" data-attributes="member: 62079"><p>When I read that the players in WotC Greg's (sorry, I couldn't find the last name) game didn't raise an NPC "because it would cheapen the story" I got pretty annoyed. </p><p></p><p> But while that's the reason I'm posting that's not what I want to have this thread be about. I've seen many cases where people have a problem with various spells (divination, teleportation, resurrection) because they break the world, or make it hard on the DM.</p><p></p><p> But then I remember reading <em>Altered Carbon</em> and I realize that even though it was a sci-fi book. It was a book about a world where everyone had access to raise dead, and they had no trouble making death significant or threats real {the book actually feels more like a hard-boiled detective novel than sci-fi}.</p><p></p><p> I think that a lot of the issues people have with such magic would go away if they had seen examples of how to handle it. Such as a movie or a novel.</p><p></p><p> I can think of a few novels that deal with power that would be magic in D&D, and make the world and the story work without arbitrarily limiting them. But what I'd really like to see if how many other books everyone else can think of.</p><p></p><p> For how to deal with teleportation, I'd recommend <em>The stars are my destination</em> by Alfred Bester.</p><p></p><p> For a world with telepathy the <em>Demolished Man</em>, also by Bester.</p><p></p><p> For resurrection, <em>Altered Carbon</em> by Richard Morgan, as stated above.</p><p></p><p> Any other ideas for stories that make good use of magic turned everyday?</p><p></p><p> Just because magic is ordinary doesn't mean that it is less amazing (see electricity, flight, computers). And it sure doesn't have to "cheapen" the story you are telling just because it can do amazing things..</p></blockquote><p></p>
[QUOTE="Khanedur, post: 4131935, member: 62079"] When I read that the players in WotC Greg's (sorry, I couldn't find the last name) game didn't raise an NPC "because it would cheapen the story" I got pretty annoyed. But while that's the reason I'm posting that's not what I want to have this thread be about. I've seen many cases where people have a problem with various spells (divination, teleportation, resurrection) because they break the world, or make it hard on the DM. But then I remember reading [I]Altered Carbon[/I] and I realize that even though it was a sci-fi book. It was a book about a world where everyone had access to raise dead, and they had no trouble making death significant or threats real {the book actually feels more like a hard-boiled detective novel than sci-fi}. I think that a lot of the issues people have with such magic would go away if they had seen examples of how to handle it. Such as a movie or a novel. I can think of a few novels that deal with power that would be magic in D&D, and make the world and the story work without arbitrarily limiting them. But what I'd really like to see if how many other books everyone else can think of. For how to deal with teleportation, I'd recommend [I]The stars are my destination[/I] by Alfred Bester. For a world with telepathy the [I]Demolished Man[/I], also by Bester. For resurrection, [I]Altered Carbon[/I] by Richard Morgan, as stated above. Any other ideas for stories that make good use of magic turned everyday? Just because magic is ordinary doesn't mean that it is less amazing (see electricity, flight, computers). And it sure doesn't have to "cheapen" the story you are telling just because it can do amazing things.. [/QUOTE]
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