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What is "grim and gritty" and "low magic" anyway?
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<blockquote data-quote="I'm A Banana" data-source="post: 1421340" data-attributes="member: 2067"><p>I've got no problems with going for a lmgng style game for the feel the particular mechanics give you -- if the idea of a magical arms race doesn't appeal to you, good on ya, and go for something different, something I'd probably even play in (though I'll still come back to the magical arms race......D&D for me is solidly in 'game' territory, sice I can actually get paid for the stories I write, and the one-upmanship plays out like a magical tactical warfare, and I dig that).</p><p></p><p>I just find myself getting defensive when people suggest that LM/GnG settings are *nessecarily* better at things like, say, weeding out powergamers, or intrigue, or ambiguity, or sacrifice. From where I sit, in a campaign with pretty normal magic, no powergamers, plenty of intrigue, ambiguity, and sacrifice (and level 5 becoming my base starting level), it's just patently false. To overhaul the entire system based on a false misconception about what a few spells can do is a bit reckless, I think. </p><p></p><p>To overhaul it based on what magic in general can actually do -- that's a bit more of a solid basis for turning the game on it's ear, I think. Again, it's a mountain/molehill problem, and, I think, where a lot of the "lmgng suxxors" sentiment is coming from -- DM's who have had <em>commune</em> foil a plot once or twice and who have thus developed a grudge against all divination because of their wasted campaign effort. DM's who see <em>raise dead</em> as being not just not their taste, but patently abusive and destructive to their stories. It's this reaction that I'm not a fan of, because (a) the problem almost never is as big as they think it is and (b) they'd change the entire system based on a few spells that they personally don't like existing.</p><p></p><p>Campaign flavor is one thing......but telling me that I can't have ambiguity and intrigue just because I have divination is pretty narrowminded, and not at all a flavor argument. It's just saying "Normal D&D is inferior to my epic challenge homebrew system!" Which is wrong. Just 'cuz you like your system better doesn't mean that the rest is crap. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1421340, member: 2067"] I've got no problems with going for a lmgng style game for the feel the particular mechanics give you -- if the idea of a magical arms race doesn't appeal to you, good on ya, and go for something different, something I'd probably even play in (though I'll still come back to the magical arms race......D&D for me is solidly in 'game' territory, sice I can actually get paid for the stories I write, and the one-upmanship plays out like a magical tactical warfare, and I dig that). I just find myself getting defensive when people suggest that LM/GnG settings are *nessecarily* better at things like, say, weeding out powergamers, or intrigue, or ambiguity, or sacrifice. From where I sit, in a campaign with pretty normal magic, no powergamers, plenty of intrigue, ambiguity, and sacrifice (and level 5 becoming my base starting level), it's just patently false. To overhaul the entire system based on a false misconception about what a few spells can do is a bit reckless, I think. To overhaul it based on what magic in general can actually do -- that's a bit more of a solid basis for turning the game on it's ear, I think. Again, it's a mountain/molehill problem, and, I think, where a lot of the "lmgng suxxors" sentiment is coming from -- DM's who have had [I]commune[/I] foil a plot once or twice and who have thus developed a grudge against all divination because of their wasted campaign effort. DM's who see [I]raise dead[/I] as being not just not their taste, but patently abusive and destructive to their stories. It's this reaction that I'm not a fan of, because (a) the problem almost never is as big as they think it is and (b) they'd change the entire system based on a few spells that they personally don't like existing. Campaign flavor is one thing......but telling me that I can't have ambiguity and intrigue just because I have divination is pretty narrowminded, and not at all a flavor argument. It's just saying "Normal D&D is inferior to my epic challenge homebrew system!" Which is wrong. Just 'cuz you like your system better doesn't mean that the rest is crap. :p [/QUOTE]
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