Chief Defender of the Faith
- May 1, 2001
- Reaction score
- The Forbidden Zone
- First name
The following passage is from the latest edition of the D&D Dungeaon Master's Guide:
Do you share the view that magic should be common within the campaign setting and that common folk should, at the very least, understand what is is and take it into account? Or do you feel that magic should be very rare. Rare enough that the display of powerful magics will draw considerable attention from the locals?Dungeon Master's Guide said:Some DMs create cities in their campaigns that function just like medieval historical towns. They are populated by people who aren't accustomed to (or who don't believe in) magic, who don't know anything about magical or mythical monsters, and who have never seen a magic item.
This sort of creative work is a mistake. It will cause your players serious strain in their belief in the reality of your world for them to see that they wield spells and magic items, and the lands and dungeons surrounding the city are filled with magic and monsters, but yet in the middle of the city everything looks and acts like Europe during the Middle Ages.
The presence of magic in your game world forces you to deviate from a truly historical setting. When you create anything for your world, the idea that magic could possibly alter it should be in the back of your mind. Would the king simply surround his castle with a wall when levitate and fly spells are common? How do the guards of the treasury make sure that someone doesn't just teleport in or slip through the walls while ethereal?
Unless you are going to run a divergent game of some sort, magic is prevalent enough in the world that it will always be taken into account by smart individuals.