sledged
First Post
No, it was pseudo-Middle Earth.Joshua Dyal said:But seriously, I don't think D&D was really ever about pseudo-medievalism, even back in the early Gygax days.
No, it was pseudo-Middle Earth.Joshua Dyal said:But seriously, I don't think D&D was really ever about pseudo-medievalism, even back in the early Gygax days.
Joshua Dyal said:To be honest with you, I'm not sure it ever was a pseudo-medieval world. Now, if Kaptain_Kantrip were here, he could launch into an expose of how aw3s0me!!!1111one1!! Hârn is in comparison to D&D...
But seriously, I don't think D&D was really ever about pseudo-medievalism, even back in the early Gygax days.
sledged said:No, it was pseudo-Middle Earth.
GlassJaw said:Ok, here's another question for you "low-magickers".
How do you establish the low-magic framework of your campaign while still allowing the players to create the characters they want to play? I'm starting to understand the low-magic concept a bit better but I still have this complex that low-magic is associated with taking away options from the players.
Trust me when I say that I haven't been too thrilled with the amount of crunchy stuff lately and I certainly understand that a DM doesn't have to allow everything under the sun in his campaign (I certainly don't I run a more "traditional" campaign right now).
But my short-lived experience with a low-magic campaign amounted to the DM saying "no" to most of the character concepts presented. It seemed more about control to me than trying to establish the flavor of the campaign.
That might be an extreme (and bad) example but my question remains. How much do you have to limit or restrict the character creation process without being an overlord DM?
Define "the characters they want to play".GlassJaw said:How do you establish the low-magic framework of your campaign while still allowing the players to create the characters they want to play?
Here's the test: I don't let my players pitch concepts and THEN shoot them down. I lay out the setting FIRST, then let my players come up with concepts. When I was starting Barsoom I told my potential players: "Dinosaurs, no non-human races, no spellcasting classes, flintlock pistols, no magic, no gods, red guys and a pink sky."GlassJaw said:It seemed more about control to me than trying to establish the flavor of the campaign.
When you, as DM, say "I'm planning on running a campaign more in the style of Tolkien's The Lord of the Rings," your players, I hope, don't say, "OK, I'll play an Ogre Magi Ninja Cleric!" Certain concepts fit the campaign; certain concepts don't.GlassJaw said:How do you establish the low-magic framework of your campaign while still allowing the players to create the characters they want to play?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.