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TheLurkerBelow
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Joined: 14 Dec 2009
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Location: a little pond in a big cavern

PostPosted: Wed Aug 18, 2010 1:06 pm    Post subject: dweomercraft Reply with quote

anybody use this? thoughts?
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JimmySwill
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PostPosted: Thu Aug 19, 2010 9:25 am    Post subject: Reply with quote

Does someone want to make a spell or magic item? Or just a general inquiry?
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Gregory Vrill
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PostPosted: Thu Aug 19, 2010 12:36 pm    Post subject: Reply with quote

Making magic items has always been a pain in the ass. It's hard to get just right- it sort of needs to be expensive, or PCs just flood the market and become traveling magic item merchants, but if it's too expensive, it's just not worth it.

Swill worked hard on the Wayfarers rules for item creation, but basically it's one of those things better left to NPCs who spend their time doing useless nerdy stuff rather than murdering and plundering like proper PCs.
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TheLurkerBelow
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PostPosted: Thu Aug 19, 2010 1:27 pm    Post subject: Reply with quote

Gregory Vrill wrote:
murdering and plundering like proper PCs.


this made me giggle.

just a general inquiry.
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Gregory Vrill
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PostPosted: Fri Aug 20, 2010 7:59 pm    Post subject: Reply with quote

Well it's a great question.

I'm all for free-forming it as a GM, and with good players, the GM can be more reactive than railroading.

Still, one of those things that needs to be decided at the start of world-building is how magical the place is. The usual distinction is high fantasy (cities have like an army of dudes on pegasuses with fireball wands) vs low fantasy (you're basically like in Baltimore with a crowbar and some twine, good luck finding those spells, Wizard).

All my games have been low fantasy, with the exception of one campaign which was about a low fantasy continent discovering a high fantasy pocket of the world. Didn't work so good, but I still cherish the idea.

Point is, the GM has to decide if PCs can buy magic items. Really, really changes the dynamic of the world, from the economy to how fights go down. The biggest question is, can you buy healing potions and Raise Dead stuff, but it generalizes.

Swill's rules cast the universe in one particular light... Swill and I are both low-fant kinda guys, so we made making magic items ridiculous, a waste of time and money. Doesn't have to be that way, but the more the PCs can do, the harder it is to find game balance.

Just wanted to get that out there. The difficulty sets in when you've got a low-fantasy GM and a high-fantasy-craving player, who has a PC that starts buying up Dweomercraft. Some out-of-game negotiations gotta happen then.
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