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What is "grim and gritty" and "low magic" anyway?
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<blockquote data-quote="Altalazar" data-source="post: 1435492" data-attributes="member: 939"><p>I've never had to deal with that in running or playing high magic, with the odd exception of anti-magic zones, which can be interesting in their own right. Spells just work, and the DM takes into account that they are there and what happens, appropriately, when they are used. </p><p></p><p>Why does the DM need to curb ANYTHING upfront in such a manner? The only reason I can think of is perhaps an attempt to play a higher level game as if it were still a low-level game by negating all of the higher level magic. But then, if you do that, might as well just start over at first level. </p><p></p><p>You can't design an adventure around a wilderness trek when you know your party can just teleport to their destination. If the DM just says "teleport seems to fail" then that is just playing a low level adventure with high level characters. It is like playing a Star Trek role playing game as cadets at Starfleet academy - up through them making Captain and commanding ships and fleets, and then complaining that your "hapless cadet" type adventures require too much "nerfing" of abilities - like saying the Captain's fleets are all powerless, the crews abandoned them, and they are all now back together like the academy, with no ships, no crews, nothing that their ranks and experience had given them - and saying that shows that games with the "higher level" ships Captains don't work because they require too much railroading to force them back into playing like they were all hapless cadets again.</p></blockquote><p></p>
[QUOTE="Altalazar, post: 1435492, member: 939"] I've never had to deal with that in running or playing high magic, with the odd exception of anti-magic zones, which can be interesting in their own right. Spells just work, and the DM takes into account that they are there and what happens, appropriately, when they are used. Why does the DM need to curb ANYTHING upfront in such a manner? The only reason I can think of is perhaps an attempt to play a higher level game as if it were still a low-level game by negating all of the higher level magic. But then, if you do that, might as well just start over at first level. You can't design an adventure around a wilderness trek when you know your party can just teleport to their destination. If the DM just says "teleport seems to fail" then that is just playing a low level adventure with high level characters. It is like playing a Star Trek role playing game as cadets at Starfleet academy - up through them making Captain and commanding ships and fleets, and then complaining that your "hapless cadet" type adventures require too much "nerfing" of abilities - like saying the Captain's fleets are all powerless, the crews abandoned them, and they are all now back together like the academy, with no ships, no crews, nothing that their ranks and experience had given them - and saying that shows that games with the "higher level" ships Captains don't work because they require too much railroading to force them back into playing like they were all hapless cadets again. [/QUOTE]
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