I like the idea of low/no magic campaigns and this book provides a great methodology for implementing the option. Rather than simply discarding magic completely from an existing system, the manual provides a setting mechanic that not only explains how to pull it off reasonably and believably but still keeps the game interesting. The only potential downside is that you need a group that is willing to give it a try. This sounds simple but magic is a big part of traditional FRPG systems and many players will find this sytem more demanding than they are used to. If your group leans on magic items and has adjusted their gaming styles to suit, you may want to run this on a try-it-then-buy-it basis, between camapigns or story-arcs.
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