The highs and lows of a fantasy setting


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Hi all just a quick question what do you prefer to run or play in.
A high fantasy setting with lots of magic and bizarre creatures, or a low fantasy setting where magic is rare and elf's the stuff of legend


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I suppose i lean more towards high fantasy, maybe mid fantasy is a better choice. Wizards, elves, and magical creatures are common, but i dont like the idea of mage shops where you can just pop in and grab that Sword of Awesomeness off a shelf.
Finding magic items is more memorable than buying one imo.


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I'm definitely on the high-fantasy side of things. Item crafting is pretty common in my version of Golarion and I generally assume a higher percentage of high-level casters than the setting does ( at least on the side of the good guys... evil archmages seem to be there a-plenty in the official setting ^^ ).

That being said, I'd prefer high-level play to be less of a superhero comic and high level NPCs in my game tend to act just as low-level ones.


I guess I want to keep magic rare enough to have a sense of wonder about it.


I usually stick with what the books say should be there at a given level, both in terms of magic/spells and monsters.
I'ld say i prefer high magic thought.


The group I'm in prefers high magic and that is all they will play.

Personally, I prefer mid to low magic. Can still play wizard, cleric, sorc, etc... But they are still kinda rare. A source of fear/wonder. magic items should be special and fairly rare.

I hate, oh the wizard probably isn't as high level as us so he doesn't matter. Hmm... we found a +2 flaming halberd. Whatever. Just put it in the bag of holding we'll eventually get around to selling it.


High to mid magic. Low magic just disappoints me usually.


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I like mid magic, where the low level magic is reasonably common, but high level magic/magic items still retain that sense of awe and amazement. This allows the base system to work more or less as intended without encroaching too far into the storytelling aspect.


I think mid magic works good.


For me the level of magic/monsters/technology etc. all depends on the setting, tone, and story. I tend to run set story, plot, and campaign arcs so it changes from campaign to campaign.


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huge fan of low magic


High fantasy setting (monsters, landscape, etc.) with low magic supplements (items, available spells, etc.)


I like fantasy including the usual bunch of fantasy creatures (elves, dwarves, goblins and whatnot) as commonly encountered. I also like a certain degree of flying castles, enchanted forests and magical area or items throughout the world.

What I don't like is direct replacement of technology by magic, and direct translation of what would be industrial-age technicians and mechanics with spellcaster putting magic at the service of community.

I prefer fantasy where magic is still eldritch, misunderstood and not quite commonplace.

I'm not sure if that makes it low/mid/high fantasy and low/mid/high magic...

RPG Superstar 2015 Top 8

As in most things, I swing both ways on this subject.

Sometimes it's fun to explore a gritty world where magic is rare and you squee when you find such a rare artifact as a +1 sword. Sometimes it's fun to go frolicking in your pointy hat with the unicorns and fairies while drinking from a self-levitating teacup.

I also like the sword and sorcery setup where magic is very rare but when you find it it's waay powerful... like most of the world operates on a dark ages level but then there's that one wizard (who's the only wizard in thousands of miles) who has the Ultimate MacGuffin of Hoopty Hoo that can destroy the universe when you sneeze.

Really, as long as the setting is well designed, and you have really shown that you've thought long and hard about how magic works in and affects your world, I'll go along with whatever level the magic's set at.


I don't really like inteligent magic items when the gm uses them to control players into doing things they don't want.


doctor_wu wrote:
I don't really like inteligent magic items when the gm uses them to control players into doing things they don't want.

I rarely use them to control players (unless they take a bunch of ability damage and start losing the ego contests).

But I pass them notes like:
"The cleric could have healed you all the way if he really cared if you lived or died."
"You saw Bob put something in his pocket instead of sharing it with the group."
"When ever the priest is speaking, you notice your hand trying to draw your dagger."


doctor_wu wrote:
I don't really like inteligent magic items when the gm uses them to control players into doing things they don't want.

It can be fun. I had a Cthulhu character with an evil book living in his head, urging him to burn things. But you sort of expect to screwed over dealing with magic in a CoC game.

But yes, it's easily abused. As long as the player is cool with it and it's done subtly it's not a problem.

Silver Crusade

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Depends on the mood. I enjoy playing wizards, and in low magic it can be fun to be one of the few wizards in the world.

One thing I generally dislike are magic item shops in general. Though I do like 'legendary crafters' scenarios. For example the legendary blacksmith 'Blacksmith guy' who spent a year in his forge to craft the 'Sword of Coolness' out of the 'really rare metal'.

Now potions and scrolls I don't mind so much. I do think more apothecaries should simply be able to make low level potions though without being a spellcaster.


Benoc wrote:

I suppose i lean more towards high fantasy, maybe mid fantasy is a better choice. Wizards, elves, and magical creatures are common, but i dont like the idea of mage shops where you can just pop in and grab that Sword of Awesomeness off a shelf.

Finding magic items is more memorable than buying one imo.

Entirely with you on this Benoc.


Xzaral wrote:

Depends on the mood. I enjoy playing wizards, and in low magic it can be fun to be one of the few wizards in the world.

One thing I generally dislike are magic item shops in general. Though I do like 'legendary crafters' scenarios. For example the legendary blacksmith 'Blacksmith guy' who spent a year in his forge to craft the 'Sword of Coolness' out of the 'really rare metal'.

Now potions and scrolls I don't mind so much. I do think more apothecaries should simply be able to make low level potions though without being a spellcaster.

Personally I don't have a problem with any low level magic items, scrolls, and such being found in a shop. Not every magic item needs to be legendary, and people of all walks of life would find a way to make use of low level and practical magic in their lives where appropriate and affordable. It's only when one starts getting into the mid and high level stuff that I start to balk at the magic mart. The demand is simply not high enough and/or the cost is too high for such things to be readily available.


Laurefindel wrote:
I like [high-fantasy, low-magic settings ] where magic is still eldritch, misunderstood and not quite commonplace.

...on the other hand, I really enjoyed my Planescape games where on the contrary, fantasy and magic levels are off the chart. Even if the vast majority of the denizen of Sigil cannot cast spells, it takes a lot to make them raise an eyebrow.

Smalls stands of magic items exist next to your typical old shoemaker shoppe. Inns have special rooms adapted for fire giant patrons, and visiting fiends can find something to their palate on the tavern's menu.

'findel


I prefer a normal setting, it just happens that goblins and "Farie Fire" are normal, and falling in love is the most convoluted and bizare experience a person can have.


sunshadow21 wrote:
Personally I don't have a problem with any low level magic items, scrolls, and such being found in a shop.

Neither do I as a matter of fact.

On the contrary, it only makes sense that some shops cater directly to magic users (since there seem to be a sensible population of spellcasters), selling spell components, rare inks, parchments, spices, herbs and whatnot that come into the creation of magic items and spellbooks.

It would be surprising, even in a pre-industrial mindset, that ready-made spellbooks and magic items would not be sold as well. Obviously, more pricey items (which includes most magic items) aren't likely to show-up on the counter, but items whose price range averages that of masterwork weapons and armours should be relatively easy to find.

It's the exactitude and reliability with which magic items can be purchased and sold that often gets me, not the principle of magic item trade in itself...

'findel


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Laurefindel wrote:
It would be surprising, even in a pre-industrial mindset, that ready-made spellbooks and magic items would not be sold as well. Obviously, more pricey items (which includes most magic items) aren't likely to show-up on the counter, but items whose price range averages that of masterwork weapons and armours should be relatively easy to find.

Even low level magic items would have enough of a market that certain common ones would likely be available fairly readily. Even if they are a bit expensive, they aren't so expensive that they are completely unaffordable, and their sheer usefulness would balance out the cost. +1 weapon and armor, handy haversacks, and similarly priced common magic items would all likely be common enough and easy enough to find in the appropriate sized communities. They might not be in every household, but there would be a ready market for them nonetheless, as many would be adventurers, minor nobility, and well do to merchants and commoners would all be interested in such things and have the necessary funds to get them.

In my own world, I generally use the values on the different wondrous item charts to guide overall availability. Anything that could fall under the minor chart is easy enough to find as long as you are in a big enough town, or can be commissioned in the smaller villages, though that will take extra time. Values on the medium chart can be commissioned through most craftsmen in all but the most isolated of locations, and found in stores of the bigger trade cities and metropolis'; the skills and knowledge to make them are there, and communications are good enough that even if they aren't available locally, they can be secured. This process will often take time, but usually not a lot of extra money. The only thing really lacking here is a ready market, not the ability to make them. The major stuff is only available through DM aid, and will always take considerable amount of time, money, and/or effort to secure or get made. These are just plain hard to make, and no one is going to spend their time on them without a really good reason. This is the stuff that legends are made of, not the +1 swords that most people have access to.

I've found I like this tiered approach the best because it allows for the powerful magic to remain mysterious and awesome, but also allows the players basic access to the stuff the system assumes they are going to have with minimal fuss on my part. In most 3.x and PF games, no one really cares about the history of the +1 dagger they just picked up because they know that they will be most likely be replacing it in a couple of levels anyway. By trying to make every single magic item seem special, it just dilutes the ones that truly are. At the same time, trying to rework the system to the degree needed to make a +1 weapon seem impressive really isn't worth it when you could just pick up 2nd edition or something similar that would be a much better base for such a game. The system is what it is, and like it or not, part of that means that magic items are present to at least some degree of predictability. The trick is making sure that within that predictability, they still retain the ability to surprise and awe the players on occasion.

The Exchange

Grimmy wrote:
I guess I want to keep magic rare enough to have a sense of wonder about it.

And the instant you do that you are faced with population limits and the need for agricultural yields. Firewood supply, and rules governing the distribution of agricultural produce and other resources.


No you don't yellowdingo. I run low magic games where magic items are rare and firewood supply was not a part of the game. I have not gone the way of obsessing over the economic system or agriculture of games, will throw in some details, and that is that. I have however, seen this fixation by a dm that was in love with high magic games and settings.

Resources are an interesting thing to keep in mind, no rules are needed for their distribution, you can just put it under flavour. This is made here, this is rare, this is common. Good stuff to fill a summation of an area.


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yellowdingo wrote:
And the instant you do that you are faced with population limits and the need for agricultural yields. Firewood supply, and rules governing the distribution of agricultural produce and other resources.

You mean game where towns are not excessively large and where heroes have to repel monsters raiding the townfolk's food supplies, or free the town from its winter-curse because its reserves of firewood will not last? Sounds like it can make up a good game.

A game doesn't need to keep up with economics minutiae, it only needs to portray themes that are coherent with the realities of its setting.

The Exchange

Laurefindel wrote:
yellowdingo wrote:
And the instant you do that you are faced with population limits and the need for agricultural yields. Firewood supply, and rules governing the distribution of agricultural produce and other resources.

You mean game where towns are not excessively large and where heroes have to repel monsters raiding the townfolk's food supplies, or free the town from its winter-curse because its reserves of firewood will not last? Sounds like it can make up a good game.

A game doesn't need to keep up with economics minutiae, it only needs to portray themes that are coherent with the realities of its setting.

Absolutely. A DM with knowledge of how resources work can always find a reason to make a shortage of Resources a source of adventure. Its why we go off and build a castle - to secure a region's resources that we have cleared of all manor of monsters.

The problem is most DMs think the firewood shortage ends at village one when it is a regional problem.


Logging is where it is at son, if you are a logger you will never go hungry. This region needs loggers!

But dad, I don't want to be a logger, I want to be an adventurer, a hero. I have the strength.

I know son, but if you don't log, others will have to do your work, and you could get killed going down holes in search of loot. Logging is good steady work, and will make a man of ya.

I want a sword and armour.

Sigh.

The Exchange

3.5 Loyalist wrote:

Logging is where it is at son, if you are a logger you will never go hungry. This region needs loggers!

But dad, I don't want to be a logger, I want to be an adventurer, a hero. I have the strength.

I know son, but if you don't log, others will have to do your work, and you could get killed going down holes in search of loot. Logging is good steady work, and will make a man of ya.

I want a sword and armour.

Sigh.

Given Mahogany is priced at 12 cubic feet/500gp in D&D. It is probably better to be a merchant trading in tropical hardwoods.


Mahogany doesn't... grow on all trees.

The Exchange

OK How about progression of your fantasy setting's history? Has anyone progressed from Warhammer to a Warhammer 40,000 kind of timeframe?


Not really interested in 40k settings. They are a bit bland for my tastes.


yellowdingo wrote:
OK How about progression of your fantasy setting's history? Has anyone progressed from Warhammer to a Warhammer 40,000 kind of timeframe?

Yes.

I run games in the World of Hamth setting, and have been doing so since 1976. When I began running games of Traveller, and then eventually Alternity, I advanced the setting into the starship age (Even including some explanation as to why some worlds have very diverse humanoid populations, thanks to the efforts of the Interplanetary Relief Society). I have even designed, but never ran, an adventure based on the Module, booklet adventure, "Leviathan", from the Traveller system, set on a crashed hospital ship in a remote region of the high elevation plateau of the desert regions of Kijta. This adventure would see Pathfinder rules and conventional races exploring a derelict space ship crashed on the world (similar, sort of, to the old first edition module, "Expedition to the Barrier Peaks")

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