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What is "grim and gritty" and "low magic" anyway?
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<blockquote data-quote="malladin" data-source="post: 1430763" data-attributes="member: 8230"><p>Actually, I think that if you have a look at our DarkLore game you will see that, if anything, the reverse is true. Yes, there is an emphasis on rarity of items and spells, but spellcasters are limited to 5th or 4th level spells whilst there is a system that allows characters to gain powerful items just by developing levels (The point of this is to emphasise that the items are rare and a significant part of the character, whilst not detracting from the enjoyment of having a FB Sword, Bow or whatever.</p><p> </p><p> </p><p>Largely a fair point. I do love 'save vs death' mechanics. However, the fact that this system destroys the fighter's stickability is something that we have taken great care to consider. Firstly, though, I need to say that we have completely removed the basic classes and replaced them with six more generic , readily multiclassable, basic classes, therefore allowing us to completely rework any balance issues appropriately. I think this is actually a valid point you make here, and only by replacing the classes can we produce a system that is balanced.</p><p> </p><p>I also think that this highlights another aspect of 'Grim & Gritty'. I think that versatile characters is an important part of toning down the setting. In writing DarkLore I have tried to develop a 'fantasy novel' feel, taken from the types of fantasy novels I like, such as Tolkien, KJ Parker and Robin Hobb. The characters in these stories are usually difficult to define as any one class and have a lot of different abilities and complex character histories. With the versatile classes we've done for DarkLore and the free multiclassing I think we've highlighted this.</p><p> </p><p> </p><p>Well, this is now where you start to get a bit silly. I can understand that you don't like grim & gritty and previously had some reasonable arguments for why taking this apporach may unbalance the game. Hopefully I have provided the counter argument to say that by putting the extra work you can get around these problems. However to dismiss the concept in this manner is bigotted.</p><p> </p><p>To say that DarkLore is ill thoughtout is so badly wrong it makes me laugh. DarkLore is the culmination of probably about 60 years of roleplaying experience (4 people have been signifcantly involved with developing the setting ideas). There's hundreds of pages of notes on history and the different nations, cosmology, secret societies, politics and the like. Not only that, but it's been built by History, Paeleontology and Ecconomics graduates so has been developed with an eye to tying the world together in an ways that shows how the societies have developed and interacted with each other.</p><p> </p><p>Anyway, what's wrong with thinking about my own DMing preferences? I'm the one that puts the time into planning the adventures and making sure it all runs smoothly. I think the whole game is a synergenic experience for all. If the GM has a system they enjoy playing with the players will respons favourably whereas if the players are put off by the system</p><p> </p><p>Ben, Malladin's Gate</p></blockquote><p></p>
[QUOTE="malladin, post: 1430763, member: 8230"] Actually, I think that if you have a look at our DarkLore game you will see that, if anything, the reverse is true. Yes, there is an emphasis on rarity of items and spells, but spellcasters are limited to 5th or 4th level spells whilst there is a system that allows characters to gain powerful items just by developing levels (The point of this is to emphasise that the items are rare and a significant part of the character, whilst not detracting from the enjoyment of having a FB Sword, Bow or whatever. Largely a fair point. I do love 'save vs death' mechanics. However, the fact that this system destroys the fighter's stickability is something that we have taken great care to consider. Firstly, though, I need to say that we have completely removed the basic classes and replaced them with six more generic , readily multiclassable, basic classes, therefore allowing us to completely rework any balance issues appropriately. I think this is actually a valid point you make here, and only by replacing the classes can we produce a system that is balanced. I also think that this highlights another aspect of 'Grim & Gritty'. I think that versatile characters is an important part of toning down the setting. In writing DarkLore I have tried to develop a 'fantasy novel' feel, taken from the types of fantasy novels I like, such as Tolkien, KJ Parker and Robin Hobb. The characters in these stories are usually difficult to define as any one class and have a lot of different abilities and complex character histories. With the versatile classes we've done for DarkLore and the free multiclassing I think we've highlighted this. Well, this is now where you start to get a bit silly. I can understand that you don't like grim & gritty and previously had some reasonable arguments for why taking this apporach may unbalance the game. Hopefully I have provided the counter argument to say that by putting the extra work you can get around these problems. However to dismiss the concept in this manner is bigotted. To say that DarkLore is ill thoughtout is so badly wrong it makes me laugh. DarkLore is the culmination of probably about 60 years of roleplaying experience (4 people have been signifcantly involved with developing the setting ideas). There's hundreds of pages of notes on history and the different nations, cosmology, secret societies, politics and the like. Not only that, but it's been built by History, Paeleontology and Ecconomics graduates so has been developed with an eye to tying the world together in an ways that shows how the societies have developed and interacted with each other. Anyway, what's wrong with thinking about my own DMing preferences? I'm the one that puts the time into planning the adventures and making sure it all runs smoothly. I think the whole game is a synergenic experience for all. If the GM has a system they enjoy playing with the players will respons favourably whereas if the players are put off by the system Ben, Malladin's Gate [/QUOTE]
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What is "grim and gritty" and "low magic" anyway?
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