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| #1dieffenbachjSep 04, 2010 8:34:40 | I have written up a low fantasy campaign setting, trying to emulate the magical worlds of ancient literature (Grimm Fairy Tales, Beowulf, Odyssey, etc.) as well as some of my favorite fantasy literature (Name of the Wind, Lord of the Rings, Sword in the Stone, etc.) where there weren't mystical races, most people were impoverish and paranoid reactionaries, and if there was a dragon or a medusa or a troll or wizard it was potentially the only one on the planet. So I made a brief campaign writeup, available here: [link] If anyone has any commentary or ideas for such a setting, well, post them =P. Normally, I'm a big Eberron player--I've been running it nonstop since it first came out. But there's something about this gritty, dark world (that is, this somewhat realistic world) set in an area similar to the dark ages or pre-1,000 AD England/Europe that appeals to me. EDIT: As a side note, I've been thinking about sectioning off a couple races into specific power sources. Like, Devas can only select divine classes, or Shardminds can only select psionic classes, or Wilden can only be primal. It seems like that might lend itself to a slightly different flavor, however... increasing the desirability, and thus commonality, of mystical races, as well as increasing the amount of magic in the world--BUT making it feel more like magic is restricted to mystical races, and humans are stuck with just swords with very little wiggle room. But I don't know if I like that thought or not. Plus, it'd require writing up an entire table... seems like something better to house rule on a case by case basis. |
| #2DanTrackerSep 04, 2010 14:16:05 | I've been talking to friends about creating a game with race and class restrictions. I think it can be an excellent way to create setting and make that setting remain strong. That was something I've seen mentioned in regard to Dark Sun, 'if you allow stuff that doesn't fit without a worthy lore, then the setting becomes diluted.' Low magic can be helped by using inherent bonuses to ensure that there are bonuses at appropriate marks. But, there is more to the enchanted items than just the bonus. They also bring in additional options for characters. Look for items that can fit in either (a) the enchantment relates to something the character would reasonably be capable of doing, or (b) the enchantment will give a perk to that character which defines and enriches their character concept. I play a halfling dragon sorcerer that would be a bit less interesting without a flaming weapon. I don't mind the +1, but the at-will: all damage is fire gives the impression that the little halfling really knows how to call upon her kinship to volcanic dragons. I can still choose from any sorcerer spell and know that I can change the damage type to fire as though it is a custom rebuild of a spell. Another good method to make the world feel less magic-filled is to exclude XP. You as the Dm can decide when the party is best prepared to make a step forward in level. There are two advantages of this (well, possibly more). One is that you can show them that as they level, the world around them keeps up. By this I mean, NPCs that were level 2 while the PCs were level 1 will advance at the same time as the PCs. It can give the strong impression that they might be learning new things (AKA new powers/feats), but are not actually becoming stronger, faster, smarter than the common populace (AKA abilities/skills). However, the other side of the advantage is that you can show them that as they level, the world around them is left behind. By this I mean, getting into the locked cellar of the farmhouse might always remain a level 1 challenge requiring low DCs and little concern, but breaking into the King's chambers will always exist as a level 10 challenge requiring a skill challenge of moderate or high DCs and very real threats to life and limb. Also, this means that the villain may be a far off entity that they couldn't hope to defeat when level 1-5, but by time they are reaching level 8-11 that villain is looking more vulnerable; because, they've grown, but he hasn't. So, that presents two sides of the coin. They can see that their characters are roughly average, but still coming ahead of the pack. They are becoming a threat to greater degrees, but they are still mortals that might be killed with the right poison. I really liked your written setting assumptions. I'm going to save that for later. I'm not sure when I might find a great use for that. |
| #3rampantSep 04, 2010 14:56:21 | Instead of on a source by race basis, think on a class by race basis. Human warlocks would make sense in your setting, magic is difficult and out of reach for most people, so the temptations of the dark powers become all the stronger. However Human artificer might not, since they rely on a certain level of magical advancement. Humans might have shamans, or barbarians, but druid, seeker, and warden could be beyond their reach. |
| #4dieffenbachjSep 05, 2010 10:35:03 | I like the idea of doing class by race lists, except in the end I think I prefer it being a completely open and unpredictable setting. Kind of... procedural, where the random seed is the party composition. Is everyone in the party human and martial? Then the world is a lot more martial than, say, if we had a human artificer or a warforged fighter, where the world would become a lot more clockwork and technological/steampunk, but still with very little magic. Besides, even with class by race lists, I think it would still be an excessively long list, since we have a lot of classes, too. |