Humanophage
Arcane
- Joined
- Dec 20, 2005
- Messages
- 5,058
Any amount of magic is fine. What seems to be missing are low-level adventures in magical settings. Low-level adventures seem to only be common in low-magic gritty settings. Anything high-magic quickly degenerates into a dragons and demons power trip. If low-level combat is fun in low-magic settings, it should also be fun in their high-magic counterparts, if only enough attention is paid to tactics (as in ToEE). In terms of exploration/plot, the less over-the-top starting parts of a game are often more intriguing and atmospheric. For example, take pre-Ravel urban adventures in Sigil, which is a high-magic setting even if non-traditional. The problem with those early parts is that because it's just the first bit of the game, you are not supposed to have very diverse skills. However, if an entire game were to be dedicated to this level, then you could simply concentrate on making it more detailed.
Also, there is plenty of "fairy tale" rare magic in high-magic settings, especially in adventure games. In an RPG, "mind-boggling" fairy tale and one-off magic operates through the adventure component, while in combat you get more mundane and regular magic. One-of-a-kind magic is generally too puzzle-like to be relevant for tactical combat.
Also, there is plenty of "fairy tale" rare magic in high-magic settings, especially in adventure games. In an RPG, "mind-boggling" fairy tale and one-off magic operates through the adventure component, while in combat you get more mundane and regular magic. One-of-a-kind magic is generally too puzzle-like to be relevant for tactical combat.
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