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What kind of magic do you like?
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<blockquote data-quote="Eosin the Red" data-source="post: 184731" data-attributes="member: 168"><p><strong>Why low magic has more appeal to me.</strong></p><p></p><p>Low magic worlds offer the possibility of the heroes’ journey. A young man or woman born with a special heritage, destined to alter the world for good or ill. The LM setting lets you tell the story of Luke & Anakin. When the world is bursting with fantastical powers, setting the character apart as someone who has a special destiny becomes much more difficult. IMO most fantasy literature (sci-fi, occult, & fantasy) uses an archetype formula of low magic – high power. When I game, the goal is to emulate the literature I love to read or watch. </p><p></p><p>Lots of good fantasy can be had without the fabled journey (Star Trek, James Bond, Druss), but the stories that have the most resonance with me nearly always involve the journey. Djinn, Liches by the dozen, & thousands of dragons may appeal to me as a one off-er, but their needs to be something sustainable in the story. Where is the glory of fighting a dragon, when it is the 4th one of the campaign? Fantasy should be kept as mundane as possible to keep the fantasy, fantasy. </p><p></p><p>Some scoff (another thread) at playing characters with job “whew, barely made my farming rolls.” Me, I scoff at those who don’t understand the wonderful joy that comes from being in a campaign that could just as easily have been literature. Players in my games have jobs, and families. I ground them in reality, so that the game can unleash the fantasy. Different styles are appropriate for different genres; one can find a setting for nearly all styles of magic. I think WotC made a wise marketing decision – appealing to the majority of players. D&D magic, especially 3E magic has become a sub-genre itself, but for me D&D magic has lost its magic.</p></blockquote><p></p>
[QUOTE="Eosin the Red, post: 184731, member: 168"] [b]Why low magic has more appeal to me.[/b] Low magic worlds offer the possibility of the heroes’ journey. A young man or woman born with a special heritage, destined to alter the world for good or ill. The LM setting lets you tell the story of Luke & Anakin. When the world is bursting with fantastical powers, setting the character apart as someone who has a special destiny becomes much more difficult. IMO most fantasy literature (sci-fi, occult, & fantasy) uses an archetype formula of low magic – high power. When I game, the goal is to emulate the literature I love to read or watch. Lots of good fantasy can be had without the fabled journey (Star Trek, James Bond, Druss), but the stories that have the most resonance with me nearly always involve the journey. Djinn, Liches by the dozen, & thousands of dragons may appeal to me as a one off-er, but their needs to be something sustainable in the story. Where is the glory of fighting a dragon, when it is the 4th one of the campaign? Fantasy should be kept as mundane as possible to keep the fantasy, fantasy. Some scoff (another thread) at playing characters with job “whew, barely made my farming rolls.” Me, I scoff at those who don’t understand the wonderful joy that comes from being in a campaign that could just as easily have been literature. Players in my games have jobs, and families. I ground them in reality, so that the game can unleash the fantasy. Different styles are appropriate for different genres; one can find a setting for nearly all styles of magic. I think WotC made a wise marketing decision – appealing to the majority of players. D&D magic, especially 3E magic has become a sub-genre itself, but for me D&D magic has lost its magic. [/QUOTE]
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