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General Tabletop Discussion
*TTRPGs General
why the attraction to "low magic"?
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<blockquote data-quote="molonel" data-source="post: 1709687" data-attributes="member: 10412"><p>Of course I have a right to take it for granted. And you have a right to disagree with me. It's America. Even in a world where problem-solving and tactical thinking and killing things and taking their stuff, there are constants you learn to expect, and the rules of a consistent world. When you swing your sword, a natural 20 will hit, and a natural 1 will miss. If that changes from combat to combat, and between swings, that's a loss of verisimilitude, and the game turns into a Monty Python skit. A world has to obey its own rules, and do so consistently. It is a virtue, whether or not you acknowledge it as such. A rules book creates verisimilitude. You cannot avoid that.</p><p></p><p></p><p></p><p>It's not nonsense. Magic provides options. That's not to say that nothing else can, or the absence of high magic is synonymous with the absence of options, or that those can't be taken away in another fashion. But it's hardly nonsense.</p><p></p><p></p><p></p><p>My point is simply that appealing to Hyboria as a low-magic environment ignores some important considerations. You are free to disagree with me, and since I've addressed this point <em>ad nauseum</em> by now, I'm content to agree to disagree. I'm not terribly fond of repeating myself. I have a friend who frequently plays EXTREMELY low magic campaigns, and who was shocked to hear that anyone considered Robert E. Howard's Hyboria a low-magic environment. To him, that was sheer lunacy because wizards and the supernatural were common in the Conan stories. Some things truly are a matter of perspective.</p></blockquote><p></p>
[QUOTE="molonel, post: 1709687, member: 10412"] Of course I have a right to take it for granted. And you have a right to disagree with me. It's America. Even in a world where problem-solving and tactical thinking and killing things and taking their stuff, there are constants you learn to expect, and the rules of a consistent world. When you swing your sword, a natural 20 will hit, and a natural 1 will miss. If that changes from combat to combat, and between swings, that's a loss of verisimilitude, and the game turns into a Monty Python skit. A world has to obey its own rules, and do so consistently. It is a virtue, whether or not you acknowledge it as such. A rules book creates verisimilitude. You cannot avoid that. It's not nonsense. Magic provides options. That's not to say that nothing else can, or the absence of high magic is synonymous with the absence of options, or that those can't be taken away in another fashion. But it's hardly nonsense. My point is simply that appealing to Hyboria as a low-magic environment ignores some important considerations. You are free to disagree with me, and since I've addressed this point [i]ad nauseum[/i] by now, I'm content to agree to disagree. I'm not terribly fond of repeating myself. I have a friend who frequently plays EXTREMELY low magic campaigns, and who was shocked to hear that anyone considered Robert E. Howard's Hyboria a low-magic environment. To him, that was sheer lunacy because wizards and the supernatural were common in the Conan stories. Some things truly are a matter of perspective. [/QUOTE]
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why the attraction to "low magic"?
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