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your homebrew campaign - generic setting or single campaign?
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<blockquote data-quote="kigmatzomat" data-source="post: 1846813" data-attributes="member: 9254"><p>Yeah, I get that. I did that on purpose with my current campaign. Other times....meh, not so much. Depends on campaign style. It breaks down to whether you intend on your PCs changing the status quo (overthrow the evil overlord) or maintaining it (repulse the invaders). Many campaigns are a mix of the two, making minor changes to the world (overthrow the evil mayor of </p><p>Tinyton). </p><p></p><p>I will say you should almost never, ever try to be like a book. It sounds good but only a handful of GMs manage to pull it off without turning into railroading or a player-vs-GM game. Bad mojo. Congrats if you can pull it off but don't be surprised if it doesn't work.</p><p></p><p></p><p></p><p>Well, yes, mechanics affect campaigns because they are in part the means of impacting the game world. As far as the magic level....ehhh. My game follows the DMG recommendations for magic. Which means it's plentiful. If by plentiful you mean that most people can lay hands on a caster in mere hours and be expected to pay what amounts to weeks of salary for a single spell. There's not magic in every house but people rarely run screaming at the notion of magic though most get nervous since even the lowest level caster can fire off a *zot* spell that can kill (magic missle, cause LW). </p><p></p><p> I liken casters to doctors (M.D). Sure, there's plenty around and most people are no more than 2 degrees of Kevin Bacon away from socializing with a doctor but they are expensive and only the richest or addicted go to them when they don't absolutely need to. People with personal mages are like people with personal physicians; hideously wealthy. </p><p></p><p>To get back on subject, low magic generally means it's "easier" to alter the world simply because magic is a big stick. It's like nuclear weapons; when one country has it everyone gets afraid, when everyone has them they're still afraid but confident that it'll take a lunatic to use them.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1846813, member: 9254"] Yeah, I get that. I did that on purpose with my current campaign. Other times....meh, not so much. Depends on campaign style. It breaks down to whether you intend on your PCs changing the status quo (overthrow the evil overlord) or maintaining it (repulse the invaders). Many campaigns are a mix of the two, making minor changes to the world (overthrow the evil mayor of Tinyton). I will say you should almost never, ever try to be like a book. It sounds good but only a handful of GMs manage to pull it off without turning into railroading or a player-vs-GM game. Bad mojo. Congrats if you can pull it off but don't be surprised if it doesn't work. Well, yes, mechanics affect campaigns because they are in part the means of impacting the game world. As far as the magic level....ehhh. My game follows the DMG recommendations for magic. Which means it's plentiful. If by plentiful you mean that most people can lay hands on a caster in mere hours and be expected to pay what amounts to weeks of salary for a single spell. There's not magic in every house but people rarely run screaming at the notion of magic though most get nervous since even the lowest level caster can fire off a *zot* spell that can kill (magic missle, cause LW). I liken casters to doctors (M.D). Sure, there's plenty around and most people are no more than 2 degrees of Kevin Bacon away from socializing with a doctor but they are expensive and only the richest or addicted go to them when they don't absolutely need to. People with personal mages are like people with personal physicians; hideously wealthy. To get back on subject, low magic generally means it's "easier" to alter the world simply because magic is a big stick. It's like nuclear weapons; when one country has it everyone gets afraid, when everyone has them they're still afraid but confident that it'll take a lunatic to use them. [/QUOTE]
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