Today one of my players asked about my next planned game. He was wondering if I was still planning on a low/no-magic game, as I had mentioned this in the past.
As mentioned before, I am trying not to think forward to the "next" game, as I have this one to finish.
Still, I can't help but put forward some thoughts. Clerics are a common thing to be annoyed at, and it's tempting to want them out of the game, but what if we just make healing potions available?
Spellcasters in general can be annoying when running the game, but they are part of the fantasy trope. One can't have spell-slingers in the game without allowing them as a PC option, right?
One thought that has been percolating is the idea of having a clear divide between "gifted" magic users, and rule-magic.. Rule-magic is traditional vancian d&d casting, and gifted people are those born with a particular magical gift. This might be as simple as being able to throw some magic missiles, and as powerful as having an innate ability to disintegrate or raise dead. Maybe spend hitpoints or temporary con damage to cast, vis-a-vis microlite20.
The gifted magic users are sometimes hated or feared, sometimes become central figures in a cult. They are targeted by rule-magic users that want to dissect them and try to reproduce their power.
Or not. It is just one idea, and doesn't jibe with the sandbox concept that I've been considering, or at least it doesn't feel right to me.
I think there are some hard decisions I will need to make about what sort of game I want to run, which should shape what sort of system/rules I use. Maybe I'll even explore concepts with a series of one-offs.
As I mentioned before, it is important that I not really try to make these decisions. This will only lead to spending game-prep time working on a campaign that is not the one I am currently running.
I must remain focused.
He Knows Where To Stick Things
15 hours ago