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<blockquote data-quote="Henry" data-source="post: 539002" data-attributes="member: 158"><p>One more thing...</p><p></p><p>...I also set the ground rules for a campaign up front, to let them know if this is a high magic, standard PHB, or low-magic game. If players know BEFORE-hand, they can adjust their characters for it.</p><p></p><p>In low-magic games, I watch for three things: 1) I restrict spells such as Greater magic weapon and the Buff spells like bulls strength and cats grace; I restrict magic item creation feats, or make them higher in prerequisite to get; I carefully watch the Challenge rating of standard creatures, and ones that have damage reduction in particular.</p><p></p><p>I can say this: If you have a group of players who ALWAYS play high-magic, and never play anything but giveaway campaigns, it is SOOO hard to get them to play anything less extravagant. You can bill it as a mini-campaign at first, to make it more palatable - but be sure to hype up roleplay and development over treasure acquisition. Be sure to get them involved in the intricacies of the world, and give them events that happen WITH or WITHOUT them. If you take the focus off of acquisition, and be sure that every player has something fun to do, you can de-emphasize loot acquisition, and emphasize the fun of the campaign world itself.</p></blockquote><p></p>
[QUOTE="Henry, post: 539002, member: 158"] One more thing... ...I also set the ground rules for a campaign up front, to let them know if this is a high magic, standard PHB, or low-magic game. If players know BEFORE-hand, they can adjust their characters for it. In low-magic games, I watch for three things: 1) I restrict spells such as Greater magic weapon and the Buff spells like bulls strength and cats grace; I restrict magic item creation feats, or make them higher in prerequisite to get; I carefully watch the Challenge rating of standard creatures, and ones that have damage reduction in particular. I can say this: If you have a group of players who ALWAYS play high-magic, and never play anything but giveaway campaigns, it is SOOO hard to get them to play anything less extravagant. You can bill it as a mini-campaign at first, to make it more palatable - but be sure to hype up roleplay and development over treasure acquisition. Be sure to get them involved in the intricacies of the world, and give them events that happen WITH or WITHOUT them. If you take the focus off of acquisition, and be sure that every player has something fun to do, you can de-emphasize loot acquisition, and emphasize the fun of the campaign world itself. [/QUOTE]
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