Magic. It’s the thing that separates Fantasy RPGs from all others. Every other TTRPG can have combat, exploration, social situations… but magic is the secret sauce that makes fantasy special. Many DMs and GMs toss around the idea of “low magic” worlds, but what does that mean exactly?
In this episode, Tony, Chris, and Dave discuss the definitions and parameters of low magic and how we’ve implemented it into our games. Along the way, we share several tips and tricks to limit access to god-like powers in your game!
As always, when rolling for any magical effects in your games, make sure to check out our affiliate link at FanRoll Dice and receive 10% off your entire order!
2:08 What is the advantage of running a low magic world?
3:15 What does low magic mean exactly?
6:40 Class abilities and features are oftentimes just as
magical feeling as magic.
7:30 Lord of the Rings. The most well-known example of low
magic?
11:30 Limiting spellcasting abilities in Dragonlance to
reflect the setting.
12:50 Lessons learned from Diablo IV and how too much magic
makes it mundane.
14:15 Low Fantasy and making magic cost a lot.
17:00 What system are you using? That changes what low magic
might mean.
17:45 How much can you curtail what characters can do before
it’s punitive?
23:00 The importance of Session Zero and Campaign Pitches to
gain player buy-in.
26:30 The best DM Hack to Named Magical Items from J.R.R.
Tolkien himself.
32:25 Low magic can make the world seem more dangerous by
keeping tension high.
36:30 If you’re curtailing magic, get player buy-in and work
with your players to create something new.
40:40 Final Thoughts