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I think Iron Heroes may not be what he is going for--it is good, but the PCs are ultimately just as powerful or more than in regular 3.5.

I run a low-fantasy historical campaign myself, and I would really suggest against not allowing them class powers and such. As cool as low fantasy is, players like to level and gain cool abilities. It's as simple as that. What I did was, while I limit their base scores with 10-point buy, I allow them any non-magic class that I've compiled from D&D supplements, and so forth, and we do a pseudo-micro-leveling system wherein the players have a career that determines their skill point options and then a class to satisfy the players since they get less loot and no magic items.

Like I said though, unless your players are yearning for a low fantasy, slow-leveling game, the "ROLL-players" in your group will not be happy, no matter how good your plot is.


Does anyone have any rules links for making a campaign more low fantasy? i.e., so that battle actually presents some kind of risk or danger and PCs will think twice before rushing headlong into battle they could not realistically win?


Rezdave wrote:
Adso wrote:
Yes, I have allowed magic, but in some ways I am beginning to regret it

Witches !!!! They're Witches and worship Satan !!!!

Burn them All !!!!

Magic in a historical setting can be dangerous, particularly in the medieval Christian milieu.

R.

Yes, and that is part of why I am beginning to regret it--they don't even try to hide their abilities as I've urged them to, so I am going to have to make them pay the consequences.

Has anyone used Monte Cook's Iron Heroes expansion through White Wolf? How well would it work with PF? Is it really even possible to do Low fantasy with PF or am I better off looking at something like Warhammer FRP?


Goblins 85: Yes, I have allowed magic, but in some ways I am beginning to regret it because with the large number of players, there is always someone who can either heal everyone up even after the fiercest battles or use "charm person" to subvert a major plot point. It's come to the point that I've actually had to fudge some will saves for NPCs so that the whole story is not ruined.

The campaign is set in an alternate history with magic and magical races--though much more limited than what would be found in a normal Pathfinder or D&D campaign.


Cool--is there a certain of the Ars Magica books I should be looking for?


Thanks, guys--we have game tonight, actually, so I will try some of these ideas and see how it goes.


Hi everyone, I am GMing an historical Pathfinder campaign set in late medieval Germany and I was wondering (given that this is my first game to GM) if anyone had any tips or links for GMing in a low fantasy setting, especially in regards to increasing role-play opportunities and rewarding players with XP (or anything else) for role play and original thinking. Although most players seem to be having a good time, some of them are frustrated with the lack of loot and magical items and such (they can't seem to grasp that gold is a lot more valuable in this setting than it would be in a regular fantasy campaign, so silvers and coppers are not at all worthless). Has anyone else here ever run a low fantasy campaign? What modifications did you have to make to keep everyone happy with the reward system?

Also, are there any historical/medieval RP handbooks aside from the mythic vistas one, which seems much overpriced for what it is...?