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why the attraction to "low magic"?
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<blockquote data-quote="GlassJaw" data-source="post: 1699853" data-attributes="member: 22103"><p>I'm not sure I do anymore after this thread.... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>Originally, the main reason was options. I really liked the idea (and still do) of being able to play a wide range of characters. I also liked being able to gain power within the campaign which allows the group to battle more powerful and interesting creatures. Fighting beholders, dragons, mind flayers, etc IS fun. Of course to do that, you need to be able to handle yourself.</p><p></p><p>This thread has really opened my eyes though. I start playing 3ed since it came out (and 1ed/2ed back in the day) but never really had the opportunity to play in an immersive, well-run low-magic campaign. Now that I'm older (and wiser?) and have much more gaming experience, the high-magic style is getting tired for me. </p><p></p><p>I don't think it's a lesser style of play, I just want to try something new. And that seems to be a common theme in many of these posts. Character sheets that becoming magic item catalogues and spell lists longer than my arm start to wear you down. Actual game-time becomes so heavily invested in combat that it's almost not has fun anymore. To tell you the truth, saying that scares me because I know some of the other players in the group still enjoy it (this campaign has been going on for 2+ years) but I'm getting to the point where I need something else.</p><p></p><p>One guy in the group had a really cool idea for his homebrew where most of the existing magic items were made by elves and dwarves long ago. There was a major war (with the elves being held largely responsible) and during which, many of the magic items, as well as the means to create them, were either destroyed or died with the participants. Magic is still the same as it was but there are very powerful magic "schools" run by wizards who keep tabs on those that practice magic. It's also unknown if the secrets to creating magic items has been rediscovered or perhaps these wizards know but aren't telling anyone else. Needless to say, these wizards hold much power in the political structure.</p><p></p><p>Anyway, with just a paragraph description, I was hooked! His idea had a logical campaign background that explained the lack of magic but it also allowed for a lot of discovery and role-playing with the structure. </p><p></p><p>I might be rambling but I think my point is that both low-magic and high-magic have negative steroetypes associated with them. Low-magic can be thought of as elitist or restrictive and high-magic is for munchkins and powergamers. Fortunately, neither is the case if you have a good DM and good players.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 1699853, member: 22103"] I'm not sure I do anymore after this thread.... :confused: Originally, the main reason was options. I really liked the idea (and still do) of being able to play a wide range of characters. I also liked being able to gain power within the campaign which allows the group to battle more powerful and interesting creatures. Fighting beholders, dragons, mind flayers, etc IS fun. Of course to do that, you need to be able to handle yourself. This thread has really opened my eyes though. I start playing 3ed since it came out (and 1ed/2ed back in the day) but never really had the opportunity to play in an immersive, well-run low-magic campaign. Now that I'm older (and wiser?) and have much more gaming experience, the high-magic style is getting tired for me. I don't think it's a lesser style of play, I just want to try something new. And that seems to be a common theme in many of these posts. Character sheets that becoming magic item catalogues and spell lists longer than my arm start to wear you down. Actual game-time becomes so heavily invested in combat that it's almost not has fun anymore. To tell you the truth, saying that scares me because I know some of the other players in the group still enjoy it (this campaign has been going on for 2+ years) but I'm getting to the point where I need something else. One guy in the group had a really cool idea for his homebrew where most of the existing magic items were made by elves and dwarves long ago. There was a major war (with the elves being held largely responsible) and during which, many of the magic items, as well as the means to create them, were either destroyed or died with the participants. Magic is still the same as it was but there are very powerful magic "schools" run by wizards who keep tabs on those that practice magic. It's also unknown if the secrets to creating magic items has been rediscovered or perhaps these wizards know but aren't telling anyone else. Needless to say, these wizards hold much power in the political structure. Anyway, with just a paragraph description, I was hooked! His idea had a logical campaign background that explained the lack of magic but it also allowed for a lot of discovery and role-playing with the structure. I might be rambling but I think my point is that both low-magic and high-magic have negative steroetypes associated with them. Low-magic can be thought of as elitist or restrictive and high-magic is for munchkins and powergamers. Fortunately, neither is the case if you have a good DM and good players. [/QUOTE]
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