As I am
sure is evident from the name of the blog, I am big fan of low fantasy fiction
of the sword and sorcery variety. I am a devote acolyte of the great Robert E.
Howard (REH), a proponent of the work of Fritz Leiber, and a casual enthusiast
for the various Clonan titles (Thongor, Kothar, Kyrik, etc.). This predilection has
led me to attempt time and again to run a low fantasy campaign in Dungeons and
Dragons. Up until recently this has met with limited success. Players of
D&D, it seems, have a general preference for high fantasy environments.
After much trial and error, I have come up with some strategies that work for
keeping players who would otherwise not be interested in an anthropocentric,
sword and sorcery game engaged.
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Human, All Too Human
This is the
first thing with which many players take issue when you decide to run a low
fantasy game in the style of REH. The urge to min-max characters among the
modern role-player is strong indeed, and players know that there are certain
class and race combinations that yield their desired results best. Limiting
their choice to human characters can be a huge turn off at face value, but
there are numerous ways to spice up the race to encourage players to stretch
their role-playing a bit. For 5e, I recommend using the human variant option in
the player’s handbook.
This
invokes the best lesson I have learned from REH: create racial sub-categories.
In the Hyborian Age, a Stygian and a Hyrkanian, for instance, have many
differences in their appearance and culture. In D&D this is achieved most
easily by providing additional skill training depending on the culture. If perhaps
a character comes from a society known for its illicit dealings, then it makes
sense to provide training to sleight of hand, whereas a barbarian character
form the extreme north of the continent might have a natural aptitude in the
survival skill. By providing characters with a list of ethnic or national
identities from which to choose, you can provide them with more customizability
than afforded by the “stock” human traits. As a caveat, this racial skill bonus
should be in addition to the free skill training afforded all human characters.
Magic and Healing
The most
important concern when crafting a low fantasy campaign is the extent to which
magic is included in your world. This seems rather straight forward, but the
decision to limit the availability of magic impacts everything from character
creation to loot to survivability. The discerning Dungeon Master needs to be
careful with how (s)he handles this aspect of fantasy. On the one hand, the
complete elimination of magic would seriously hamper the more fantastic
elements of the genre, but too much magic (conversely) would ruin the gritty,
pulp atmosphere you are trying to craft. Here are some options with which I
have found some success.
1.
Disallow
spell-casting classes at character creation. This seems like a no brainer, but it follows
that if magic is something that is rare and powerful that a beginning
adventurer will not have access to it. This is not to say that multi-classing at
later levels would not be appropriate. Perhaps the character finds a grimoire while
adventuring enabling him/her to become a wizard. There is also the ever popular
bargaining with higher powers to gain arcane prowess. Since the relative
absence of divine intervention is a cornerstone of the low fantasy genre, it is
unlikely that characters will be able to become clerics or paladins.
2.
Limit
the acquisition of magic items. While there is no perfect rule of thumb for
this, I have found that one major magic item per character per five levels
seems appropriate. Likewise, consumable magic items should be limited to three
per party at any given time. This helps to paint the picture that magic is
extant but hard to come by.
3.
Limit
schools of magic. In a world where magic is nearly non-existent, the
ability to conjure a mythical creature or hurl a lightening bolt is remarkably
powerful. While those powers may certainly exist in a low fantasy world, it is
better to reserve them for the most threatening of antagonists. I have found
success limiting spell schools to abjuration, enchantment, divination,
illusion, necromancy, and transmutation. While this does not ban many spells by
any means, it does prohibit the use of the most potent offensive spells; this
should help keep the threat level high.
4.
Healing.
Since magic healing is going to be almost non-existent, I recommend using the
healing options given in the DMG for a start. Particularly at lower levels,
this amount of healing will not be sufficient to have an adventuring day of
sufficient length, however. In this regard I have experienced success by
providing the healer feat as a bonus feat at first level. Also, allowing
healing kits to be used during combat does a great deal towards helping the
party survive.
5.
Eliminate
classes that utilize divine power sources (excepting the druid). One of the
cornerstones of the sword and sorcery sub-genre is the relative absence and/or
indifference of deities. Deities have a tendency to either be ephemeral or
simply outsiders of sufficient potency. Given this, the magic imparted by such
deities (when they impart anything at all) would be more akin to the patronage
system used by the warlock class than that of the cleric or paladin. I hade an
exception for the druid because of its reflection of shamanistic religious
practices which do fit pretty well in a low fantasy environment. Just be
careful when allowing a character to pick up this class, since its power will
be significant, and (as above) prohibit it at character creation.
6.
Spell
levels and ritual magic. Insofar as spell levels are concerned, if you are
going for a truly low magic environment, limit pc spell levels to the 5th
level of spell casting. Having said that, I would continue to allow NPCs and
monsters to cast higher level spells to really sell the point that they are
extraordinarily powerful. Human NPCs who use higher level spells should have
some sort of item that enables them to do so, or suffer from some manner of
corruption. Dungeon Crawl Classics, Crypts & Things, and Barbarians of Lemuria are all sources that can be mined for ideas on corruption from
spell use. Another way to keep magic powerful and balanced is to disallow the
normal casting of ritual magic. While the player’s handbook states that ritual
spells can be cast over the span of ten or so minutes in order to prevent a
spell slot from being used, I do not believe this works particularly well in a
low fantasy environment. Rather, the DM should make it so that spells always
use a spell slot (to keep magic use restricted) and that those spells with the
“ritual” tag must be cast over a period of time.
Re-flavor, Re-flavor,
Re-flavor
So what to
do with classes or character options that do not fit so easily into the
categories above? Why re-flavor them, of course. Spells can become alchemy
(which fits better in a low fantasy world anyway) or even woodsman skills in
the case of the ranger (for a great build for a martial ranger, check out this gentlemen’s blog response to one of my Facebook posts). Just remember, the most
important balance to achieve is one which maximizes both player enjoyment and
genre fidelity.