Adaptation to Low Magic Setting


Shackled City Adventure Path


I got the SCAP hardcover a couple of days ago. The material looks great and I am planning to bring my group into this campaign. What concerns me is the apparently high magic setting. I try to keep magic items rare in my world. Being a veteran player and GM I had a lot of bad experiences with high magic campaigns (overpowerful items and PCs and the item inflation in general).

So seeing a "Magic Shop" (Skie's Treasury) in town immediately made me cringe. Is that store necessary for the campaign setting to work. I would rather drop it or at least tone it done considerably, than risking a magic item inflation.


Deryl wrote:

I got the SCAP hardcover a couple of days ago. The material looks great and I am planning to bring my group into this campaign. What concerns me is the apparently high magic setting. I try to keep magic items rare in my world. Being a veteran player and GM I had a lot of bad experiences with high magic campaigns (overpowerful items and PCs and the item inflation in general).

So seeing a "Magic Shop" (Skie's Treasury) in town immediately made me cringe. Is that store necessary for the campaign setting to work. I would rather drop it or at least tone it done considerably, than risking a magic item inflation.

Skie's Treasury is a nice quaint little shop. Nothing fancy if you catch my drift. There is a pretty low price cap on the items Skie can (and will) sell. Check out Delvedeep's thread on some of the items. (I think they've all been discribed). Skie's is a great way to add some flavour to the setting. And because it's a shop every adventurer is sure to visit, it's a nice break from the traditional tavern where PC's can get their fill of gossip.

I haven't had many problems with the number or amount of magic items in the campaign. I believe it is pretty well balanced. Still, skie's is by no means nescesary. There are plenty of other venues the pc's can visit in order to get their fill of flavour, gossip (and perhaps even magic).

Dark Archive

I have enjoyed running magic-rare campaigns in the past, but I don't think SCAP can be run as-is, *and* take magic items away. This campaign is *dangerous*. PCs will die, even *with* magic items. That being said, you should consider the following:

- healing needs to be available somehow. If not by potions and wands, by clerics. Perhaps Rufus tags along for the first few adventures?

- Some magic items are at the heart of the adventure. Alakast comes to mind.

- you will want to lower/weaken the CR of many, many monsters. Either that, or give the players a serious level boost (2-3 levels?) to compensate.

- many monsters have damage reduction - without magic weapons, these critters are going to gobble the party. Be careful.

My party just finished Zenith Trajectory, and a few of them have topped 8th level. They are "on target" for DMG wealth levels, and they are having a very hard time of it -- all 6 of them. Use caution when 'weakening' the PCs.


Deryl,

Believe it or not I was always one for low magic and low level adventures. I, and I think most people who respond to these threads, have been playing for decades and have played in games such as the ones you describe.

When I heard that Cauldron had a magic shop I instantly thought - 'That's the first thing I change!'. But when I read through the shop I found it a great place to ad flavour and a great 'reward' for the party. I control what is sold in the shop. I don't let the party 'request' items (Skie -'Ill try my best love but Maavu only gets a certain amount of items I can choose from..'. which allows me to control the items as well.

Some items may seem overpowered in the shop but use it as a carrot or even a mirage to the players at times: Skie -' Oh dear, I just sold that item yesterday and after you have been saving up for it for so long. I'm sorry dear but I do have a nice collection of potions that have just come in..'

Like anything use Skie's and the other magic items spotted through the SCAP as a tool. Add and subtract as you feel. Maybe the party can not purchase any items from Skie's until they have the Adventurers licence (Discount). Maybe Skie is high on funds but low on items and will only sell an item if she can buy some of at least equal value.

Chef's is right of course. Skie's Treasury is a great place to not only purchase items but to just add flavour. I'm biased in this regard because I've written most of them but I use Skie's as a great way to recount rumours, give little adventure hooks, add colour and personality to events, places and important NPCs. I also use as as a great foreshadowing tool for future events and adventures. So even if they never bought an item in the shop the information that gain from the items stories, it would be worth their while just browsing.

If you have the time to go through the whole hardcover, make the desired changes and correct the balance issues these may cause - then go for it. I wouldn't be too worried though the Path plays out well as written. You and your players will enjoy it greatly - trust me....

Delvesdeep


Thanks for the advice. That takes away some of my concerns. If I find the time I will let you know, how the game progresses.

By the way I am playing in Kalamar. So if your especially interested how to integrate it there or if you have done something similiar let me know.

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