Campaign setting, how should it be ruled?

Post/Author/DateTimePost
#1

Herrozerro

May 20, 2009 10:33:24
A spinoff from a discussion in the general forums how should this be implemented?

ChefJackButler;18617060 wrote:
#2

drackcove

May 20, 2009 11:30:35
donsn't require specific rules but rather as you story progress as a dm you should start the players out with a little big of magic items that over time during arvitrary or story related intervals remove the magic from those items. These moments should relate to heavy use of magic from either the party itself or outside forces.
#3

yrogerg

May 20, 2009 11:32:21
A spinoff from a discussion in the general forums how should this be implemented?



Namely the magic slowly being drained and magic items turning to mundane equipment.

I don't have all that much insight here, except to say that this is a nifty idea. Very nifty. As in, whatever comes out of this, I may very well end up cribbing it for a post-Eberron campaign.
#4

chefjackbutler

May 20, 2009 11:38:57
There are also stable sources of magic that don't seem to be depleting (in one case, a city's supply of magic is maintained by the presence of a sleeping fire god who lies buried beneath their streets; the price for the magic is randomly occurring housefires that cannot be extinguished), and ways to generate a temporary supply of magic (human sacrifice, for example, gets you a lot of really dark magic...)


BTW, anyone who is interested in reading these stories, the stories can be found in the novels The Magic Goes Away, The Magic May Return, The Burning City, Burning Tower, and Burning Mountain, as well as the short stories Not Long Before The End, What Good is a Glass Dagger?, Talisman, The Lion in His Attic, The Wishing Game, The Portrait of Daryanree the King, Chicxulub, Boomerang, and Rhinemaidens, all by Larry Niven.
#5

beholdergaze

May 20, 2009 11:41:49
Easy!

Create an intelligent artifact or an ancient entity (as an NPC) that see's the PC's as the catalyst for the dawn of the New Age of Magic. He provides the party with their magical needs hoping it will be enough to help them on their epic journeys.

This entity has enough magic within itself to allow the PC's to function as if they were part of any other generic D&D campaign. They can create their own magical items and such and train through the abilities of this entity. You, as the DM, need to provide a mundane setting with only tidbits of the magic that is so heavily guarded. Refrain from using highly magical elements and voila!
#6

vaalingrade_ashland_02

May 20, 2009 12:03:18
Fro any item you want to deplete, use the artifact template, but don't build and Concoordance above the base, setting the conoccordance modifiers as what causes the item to lose it's 'charge'. Moving on means the item has become an innert version of itself.
#7

yrogerg

May 20, 2009 12:59:23
A few random ideas based on the existing mechanics, but by no means a coherent setup:

  • Increasing item levels from the default is perhaps the most straightfoward way to represent present scarcity. You may or may not want to give the PCs corresponding bonuses to make up the difference. Another thought, though considerably more work, perhaps, would be to weaken the monsters accordingly, instead. Kinda seems to fit the concept a bit better, actually.
  • Increase "recharge" times on items: milestones become wider, representing an increasing number of encounters.
  • You might not want items to recharge automatically on an extended rest. Perhaps recharging an item's daily power requires burning a healing surge, after said rest. Since you mention the human sacrifice thing.
  • Obviously, you'll probably want to sharply restrict power sources, barring a convincing backstory- classes that draw on vanishing power sources should most likely be NPC-only classes. You may or may not want your world to be discovering alternative energy "new" power sources, to augment this- you can draw on Dragonlance and FR's histories for ideas on this point