i know this has a lot to do with what particular theme you want to have in your setting, but out of an low magic setting (setting where magic is rare and dangerous, or particularly weak), an wide magic setting (setting where weak magic is commonplace and you can often find people to make common magic items or cast cantrips, but where anything beyond that is severely limited) and an high magic setting (an setting where even powerful magic is in abundance), what type of setting is ofen best to dm in? do you think it is better for a dm to work in low magic settings, where it is much easier to worldbuild and where less common problems can be resolved with magic, or is it best to go for the higher magic settings with a bit more potential for really fantastical and awesome places and villains, where you can in a greater manner flex your creative muscles? or is it best to try and find a middle ground, where the great dragons and archliches have potent earth shaking magics but where joe the average farmer cannot simply break the economy by casting goodberry and plant growth?
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
If you wanna DM a world like Thieves World for example, when the players get a magic item for a reward it would feel more heartfelt as a result. These kind of stories would be more intimate, like one gang scraping to survive or be noticed. However High Fantasy worlds like Forgotten Realms, Lands of Arran enctr, gives way to more fantastical shenanigans. Skyships, dragons and operatic storytelling. Like a Final Fantasy game of sorts. Personally I'd go for the Song of Ice and Fire approach, start off with Low magic but because of events happening in the world more magic starts appearing/coming back. So you have that intimate storytelling at first before we kick the door open to full on operatic storytelling.
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Hadgar Greystone, Lv 10 Duergar Death Cleric. Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid Rime of the Frost Maiden Campaign.
If you wanna DM a world like Thieves World for example, when the players get a magic item for a reward it would feel more heartfelt as a result. These kind of stories would be more intimate, like one gang scraping to survive or be noticed. However High Fantasy worlds like Forgotten Realms, Lands of Arran enctr, gives way to more fantastical shenanigans. Skyships, dragons and operatic storytelling. Like a Final Fantasy game of sorts. Personally I'd go for the Song of Ice and Fire approach, start off with Low magic but because of events happening in the world more magic starts appearing/coming back. So you have that intimate storytelling at first before we kick the door open to full on operatic storytelling.
so you suggest basically an pretty mundane, grounded world that slowly escalates? from fighting the mob boss that killed your dog or threatened your family that slowly escalates into an full on space opera
yeah i am aware that what magic level an world will need is probably directly tied to what exactly you are trying to make, i wanted this post to be more like a comparison between the diffrent styles but tier list and figurious what is "the best" is a little more fun, a bit more jazzy
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
If you wanna DM a world like Thieves World for example, when the players get a magic item for a reward it would feel more heartfelt as a result. These kind of stories would be more intimate, like one gang scraping to survive or be noticed. However High Fantasy worlds like Forgotten Realms, Lands of Arran enctr, gives way to more fantastical shenanigans. Skyships, dragons and operatic storytelling. Like a Final Fantasy game of sorts. Personally I'd go for the Song of Ice and Fire approach, start off with Low magic but because of events happening in the world more magic starts appearing/coming back. So you have that intimate storytelling at first before we kick the door open to full on operatic storytelling.
so you suggest basically an pretty mundane, grounded world that slowly escalates? from fighting the mob boss that killed your dog or threatened your family that slowly escalates into an full on space opera
yeah i am aware that what magic level an world will need is probably directly tied to what exactly you are trying to make, i wanted this post to be more like a comparison between the diffrent styles but tier list and figurious what is "the best" is a little more fun, a bit more jazzy
If I were to DM a campaign I'd go for the Song of Ice and Fire way of doing things, yeah. Slowly builds stuff up you know.
However if I had to choose...I'd go for Low magic just because the reward of getting a magic item would feel that little bit better. There's not a lot of magic yet here you have a +1 Warhammer that glows and hits like a truck! But then you got to be careful you don't hand out magic items willy-nilly or else all that gets lost. Bit of a balancing act.
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Hadgar Greystone, Lv 10 Duergar Death Cleric. Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid Rime of the Frost Maiden Campaign.
Shake it up. All magic all the time gets a little same-y. No magic all the time gets a little same-y. Even a balance of magic and mundane can get same-y. Have campaigns that give a focus on magic, that give a focus on physical fighting, that give a focus on puzzles, that give a focus on standing around and talking mostly, and that mix and match.
Of course, feel out the players. If they seem averse to certain things, tweak things and find out what they're open to doing so you can give them fresh experiences.
A DM had a party who relied on magic and had their magic taken away from them during a one shot. "Oh no! We have to rely on our wits! The one thing we didn't want to happen!" The party has since rounded out their tactics to be more adaptive. The DM throws different things at them now - something with more physical solutions, something with more magical solutions, something with more social solutions, something that ends up with all their reward in some random body of water...
Rollback Post to RevisionRollBack
Human. Male. Possibly. Don't be a divider. My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong. I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲 “It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
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i know this has a lot to do with what particular theme you want to have in your setting, but out of an low magic setting (setting where magic is rare and dangerous, or particularly weak), an wide magic setting (setting where weak magic is commonplace and you can often find people to make common magic items or cast cantrips, but where anything beyond that is severely limited) and an high magic setting (an setting where even powerful magic is in abundance), what type of setting is ofen best to dm in? do you think it is better for a dm to work in low magic settings, where it is much easier to worldbuild and where less common problems can be resolved with magic, or is it best to go for the higher magic settings with a bit more potential for really fantastical and awesome places and villains, where you can in a greater manner flex your creative muscles? or is it best to try and find a middle ground, where the great dragons and archliches have potent earth shaking magics but where joe the average farmer cannot simply break the economy by casting goodberry and plant growth?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I think it depends on what story you wanna tell.
If you wanna DM a world like Thieves World for example, when the players get a magic item for a reward it would feel more heartfelt as a result. These kind of stories would be more intimate, like one gang scraping to survive or be noticed.
However High Fantasy worlds like Forgotten Realms, Lands of Arran enctr, gives way to more fantastical shenanigans. Skyships, dragons and operatic storytelling. Like a Final Fantasy game of sorts.
Personally I'd go for the Song of Ice and Fire approach, start off with Low magic but because of events happening in the world more magic starts appearing/coming back. So you have that intimate storytelling at first before we kick the door open to full on operatic storytelling.
Hadgar Greystone, Lv 10 Duergar Death Cleric.
Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum
Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid
Rime of the Frost Maiden Campaign.
so you suggest basically an pretty mundane, grounded world that slowly escalates? from fighting the mob boss that killed your dog or threatened your family that slowly escalates into an full on space opera
yeah i am aware that what magic level an world will need is probably directly tied to what exactly you are trying to make, i wanted this post to be more like a comparison between the diffrent styles but tier list and figurious what is "the best" is a little more fun, a bit more jazzy
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
If I were to DM a campaign I'd go for the Song of Ice and Fire way of doing things, yeah. Slowly builds stuff up you know.
However if I had to choose...I'd go for Low magic just because the reward of getting a magic item would feel that little bit better.
There's not a lot of magic yet here you have a +1 Warhammer that glows and hits like a truck!
But then you got to be careful you don't hand out magic items willy-nilly or else all that gets lost. Bit of a balancing act.
Hadgar Greystone, Lv 10 Duergar Death Cleric.
Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum
Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid
Rime of the Frost Maiden Campaign.
Shake it up. All magic all the time gets a little same-y. No magic all the time gets a little same-y. Even a balance of magic and mundane can get same-y. Have campaigns that give a focus on magic, that give a focus on physical fighting, that give a focus on puzzles, that give a focus on standing around and talking mostly, and that mix and match.
Of course, feel out the players. If they seem averse to certain things, tweak things and find out what they're open to doing so you can give them fresh experiences.
A DM had a party who relied on magic and had their magic taken away from them during a one shot. "Oh no! We have to rely on our wits! The one thing we didn't want to happen!" The party has since rounded out their tactics to be more adaptive. The DM throws different things at them now - something with more physical solutions, something with more magical solutions, something with more social solutions, something that ends up with all their reward in some random body of water...
Human. Male. Possibly. Don't be a divider.
My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong.
I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲
“It's a bit early to be thinking about an epitaph. No?” will be my epitaph.