So the
question has been asked in this blog before:
How Much Magic Is There? For a GM
and world builder, I think that is probably the most vital question. Seriously, that is THE question that must be
asked when you are setting up your world.
Once you decide, you can tweak your answer, but you cannot change it too
much, maybe with a huge global event, but not “just because”.
So what
do you do? For me, it has always been
easy. I play High Fantasy. In fact, I even played a game called “High
Fantasy”, which always confused me because they allowed for guns. Anyway, in a high fantasy setting, there is a
lot of magic. Lots of magic comes with
huge concerns for maintaining game balance.
Let the party acquire too many magical long swords and you could make
them unstoppable. Nowhere is this risk
bigger than when you let your PCs purchase magical items.
In Fletnern, you can bring in nearly any item and have it enchanted. This makes the game balance risk huge,
because as the GM you get the party enchanting weapons, armor, rings, shoes,
horseshoes (you want a flying horse, don’t you?), and so on beyond your ability
to predict. So how do you counter
this? OK, how you counter magic
unbalancing your game is a topic for a 300 page book, but we’ll hit a few of
the highlights here.
First,
enchanters and alchemists need to be expensive!
By keeping magic costly and watching how much treasure you hand out, you
can restrict what they are able to buy.
But
second, and I think more importantly, actually make up the enchanters in the
party’s home town. If you say, “There is
an enchanter in town and he will enchant anything you can afford to buy” you
have already lost the campaign. Maybe
it’s easier in Legend Quest because enchanting is a defined form of magic, but if I recall correctly that
other huge game required the enchanters to know a whole bunch of spells if they
were going to try and craft anything.
The point is - don’t let them know every one of those other spells.
Let’s
use LQ as an example: The enchanter in this smaller city knows the
following spells: animated parry,
hardened-steel, and flight. He has three
power levels (journeyman enchanter). So
what does that mean? Well first off, it
means that he cannot make your sword hit more often, in fact he’s pretty much
focused on defensive magics. Why would
someone do that? Well, mainly so his
customers don’t kill him. If some
barbarian who hates mages orders a battle axe with vorpal sharpness, what are
the chances that he cleaves the enchanter in order to avoid paying him or to
recover his payment? Too high for the
enchanter. This guy avoided that
possibility by not knowing and therefore not offering vorpal sharpness as a
service.
But what
can he do? Actually quite a lot. By putting animated parry on both sword and
shield, he can make the PC a lot harder to hit in battle. With hardened-steel, he can allow mages to
carry glass swords that will function just as well as steel ones but not
interfere with their magic. (Steel and magic don’t mix in LQ.) With flight, he can
allow people to move faster and gain other advantage normally not allowed. Or he could cast it on a spear and allow the
spear to have ranges more like a bow.
These are not small things.
But he
is also limited by the power level 3.
He’s not crafting the most powerful magical items in the world. This allows the GM to put in a couple of
juicy magical items (anything Power level 4 or better) into the adventures and
still have the players get excited.
One of
my better uses for this specific “details as restrictions” is the Ivory and the
Amber Enchanters. These two guys are
active in the city of Rhum. They are
friends and rivals. One always etches
his protection amulets on ivory while the other always uses amber. (Being formerly living things they both make
enchanting easier.) If you want fire
wards, frost wards, or “shield spells” (defense-magical), you go to the Ivory
Enchanter. If you want defense-physical,
defense-magical or charm wards, you go to the Amber Enchanter. Other than protecting people from spells
(defense-magical) they don’t even compete, and are happy enough to send clients
to each other. Because they are so
limited in what they sell, they actually have protection amulets on hand and
can sell them to a party ready to head out on an adventure right now. No need to wait while he crafts the thing.
There is
an underlying thought here that may not yet be obvious: I allow magical items to be sold in every
major city in Fletnern, BUT only the lesser items. This gives adventurers something to save up
for, but the truly game unbalancing things come only from me as the GM or seen
another way, from looting the corpses of the big nasty evil guys at the end of
the dungeons.
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