| In role playing games, there are several genres. Sci-fi, | | | | "heroic" enough to deal with them. |
| fantasy, modern, and horror are just some of the | | | | While PCs will be carrying very little magic items (or |
| examples. Some role playing games, such as Savage | | | | none at all), they have to make up the difference |
| Worlds, Gurps, and Palladium, offer many different | | | | somehow. There is an easy solution. Simply assume |
| genres or settings for the game to take place in. | | | | that your character has a level-appropriate magic |
| Dungeons and Dragons falls into the genre of | | | | item of his choice at 1st level. Every level after that, |
| fantasy, through there might be a few subtle | | | | he gains another magical item to fill a different slot |
| differences within that genre (Eberron, Points of | | | | with, until all slots are filled (neck, weapon, feet, |
| Light, etc.). These are all considered "high fantasy" | | | | armor, etc). At the beginning of every level, the |
| settings, due to the proliferation of magic and magical | | | | player is free to mix and match any combination of |
| items. While there are surely several games out there | | | | items that his character would normally be allowed to |
| that use the "low fantasy" setting (little magic), D&D | | | | have. Now, he's not actually getting any magical |
| 4e is not one of them. In this article I'll be discussing | | | | items; he's just gaining the enhancements as if he |
| how to turn your 4e game into a game setting similar | | | | had them. So, how do you explain that? |
| to Conan and Lord of the Rings. | | | | You need to explain how your character is getting |
| When it comes to your map of the world, you | | | | these enhancements, since normal people don't get |
| should limit the amount of defined zones, or territorial | | | | them. Has your character been granted a single |
| lines. Since accurate maps are hard to come by for | | | | magical item (like a sword, wand, staff, or shield) that |
| those in a fantasy setting, especially since lands | | | | encompasses all of the magical properties of all of his |
| disputes can go on for years, there is never really a | | | | "ghost" items? Has he been charmed by witches? Is |
| sure sense of location. This should be especially true | | | | he the son or daughter of a god? What's important |
| of territories between differing races (elves, humans, | | | | to remember is that individually, the magical items |
| etc.). | | | | aren't important, because they don't really exist. You |
| In a classic fantasy setting, there are few races. | | | | simply have to figure out their source, and use that |
| Most likely, the only races available would be human, | | | | as a major part of your character's background |
| elf, dwarf, and halfling. However, that doesn't mean | | | | story. |
| that there is only one kind of human, or one kind of | | | | Also, with little worry about individual magical items, |
| elf. Take any "off-limits" race (like an orc) and use | | | | treasure should be handed out much more sparingly. |
| that as your character, just call him an elf (or human, | | | | With no need to buy powerful magical items, there is |
| or whatever). For those races with special abilities, | | | | no need for exuberant amounts of treasure. When |
| you'll have to reflavor the abilities to be in line with | | | | characters come across a few hundred gold pieces, it |
| your race (the dragonborn's fire breath ability could | | | | now actually means something. |
| actually be a lit flask of oil, etc.). When an elf walks | | | | Enemies and monsters that the PCs face should |
| into town, it's a big deal - they're an instant celebrity | | | | primarily be human (since we're going for a mostly |
| (or oddity). | | | | human setting). When characters come across an orc |
| With regard to character classes, the players and DM | | | | or goblin, it's not because their came across an orc |
| should limit most of the player characters (as well as | | | | camp, it's because someone, somewhere, has |
| enemies) to the martial classes (fighter, thief, ranger, | | | | created a band of orcs to wreak havoc. Fantastic |
| etc.). Too many characters with mystical powers | | | | creatures, such as the beholder should be reflavored |
| takes away from the realism of the setting (yes, I | | | | as a powerful wizard, and then things like dragons |
| am aware that I'm talking about the fantasy setting, | | | | should simply be very rare. |
| but remember that we're going for low magic here). | | | | Remember, most of the adventures in a classic |
| If you have a magical character, try to limit it to one | | | | fantasy setting should involve threats devised by |
| per adventuring party. | | | | humans. Out-of-this-world threats should be from far |
| With regard to magical items, less is more (and more | | | | away lands, where few humans venture. If you need |
| powerful). The game of D&D 4e assumes that player | | | | some help envisioning the classic fantasy setting, just |
| characters carry a certain amount of magical items to | | | | look at movies such as Clash of the Titans, Lord of |
| help them through skill challenges, enemies, monsters, | | | | the Rings, and Conan. That should get you in the |
| encounters, and adventures. Without those magical | | | | mood to play a more down-in-the-dirt, real classic |
| items, either the DM would have to work extra hard | | | | fantasy setting. |
| to tone done the challenges, or the PCs will not be | | | | |