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*Dungeons & Dragons
Worldbuilding and urban campaigns: principles, techniques, and ideas
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<blockquote data-quote="DMZ2112" data-source="post: 6380663" data-attributes="member: 78752"><p>As with the definitions of many literary genres, what is or is not high fantasy is generally up to the person speaking, because there is no hard and fast rule. Any debate is largely masturbatory academia.</p><p></p><p>What's relevant to this thread is that most city campaigns are low fantasy in the gaming sense, which is to say that the PCs are normal folks trying to get along. Speaking generally about such campaigns when they are run in D&D, these normal folks live in a city that is run by magelords or dragons or elf princes and do their best to stay out of these powerful beings' line of sight while dealing with the issues that plague everyone in these settings who do not have personal magic, which pretty closely resemble the issues that plagued folks in the real middle ages.</p><p></p><p>But the problem is that at some point, that noble magic has to trickle down. You can't ignore it forever. Eventually it stops making sense that your characters, whether non-player or player, are not benefiting from it or suffering by it in some fashion.</p><p></p><p>The vagaries of terminology aside, Hand of Evil's point is far from being incorrect. It's certainly possible to run a city campaign in D&D -- or any D&D campaign -- without high magic, but that's not what he's talking about. If your world has high magic, your city has high magic. And a lot of dungeon masters (and authors) forget that.</p></blockquote><p></p>
[QUOTE="DMZ2112, post: 6380663, member: 78752"] As with the definitions of many literary genres, what is or is not high fantasy is generally up to the person speaking, because there is no hard and fast rule. Any debate is largely masturbatory academia. What's relevant to this thread is that most city campaigns are low fantasy in the gaming sense, which is to say that the PCs are normal folks trying to get along. Speaking generally about such campaigns when they are run in D&D, these normal folks live in a city that is run by magelords or dragons or elf princes and do their best to stay out of these powerful beings' line of sight while dealing with the issues that plague everyone in these settings who do not have personal magic, which pretty closely resemble the issues that plagued folks in the real middle ages. But the problem is that at some point, that noble magic has to trickle down. You can't ignore it forever. Eventually it stops making sense that your characters, whether non-player or player, are not benefiting from it or suffering by it in some fashion. The vagaries of terminology aside, Hand of Evil's point is far from being incorrect. It's certainly possible to run a city campaign in D&D -- or any D&D campaign -- without high magic, but that's not what he's talking about. If your world has high magic, your city has high magic. And a lot of dungeon masters (and authors) forget that. [/QUOTE]
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