Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site mit-eddie.UUCP Path: utzoo!linus!decvax!genrad!mit-eddie!gs From: gs@mit-eddie.UUCP (Gordon Strong) Newsgroups: net.games.frp Subject: Re: What does "medium rich magic" mean? How does my campaign compare? Message-ID: <799@mit-eddie.UUCP> Date: Sun, 9-Oct-83 21:03:26 EDT Article-I.D.: mit-eddi.799 Posted: Sun Oct 9 21:03:26 1983 Date-Received: Mon, 10-Oct-83 11:01:27 EDT References: <2469@lanl-a.UUCP> Organization: MIT, Cambridge, MA Lines: 24 I would call it an "extremely rich magic" level campaign. Do you give out a magic item every time something is killed? Do you give out new items just to see what they can do? I cannot realisticly see myself playing in such a campaign. Do you also let them do spell research? Have you come up with 12th level magic spells yet? How about tactical nukes? In games I have played in (the most enjoyable ones, at least) have had slow advancement with little new magic. This developed the players, not the characters. Anyone can play a character that has more firepower that a battlestar. It takes true playing ability to play a character that is down to but a few items and very little magic. I'd like to see how your players would hold up in a organized contest (like at a convention). You'd soon find that your players were losing a lot more than they were used to. Just imagine what it would be like to meet a party similar to yours. Would you think it realistic? Does it make sense in the context of things in your world? A good DM and a well-run campaign will give you hours and hours of satisfaction, not just sheets and sheets of magic items. -- Gordon Strong genrad!mit-eddie!gs GS%MIT-EECS@MIT-MC