What do you think guys would playing an RP knowing that there is no kind of magic at all in the game be boring? I was like thinking this because magic gives you something unusual to work with but if there isn't any magic you can like just know everything will be normal.
I guess it depends on if you mean at all, and if you mean any kind of unusual happening at all, any supernatural aspect, even if it is villainous - like the evil overlord with his zombie minions or powerful artifact that controls minds. I was talking to someone about a low-magic setting, which I lean toward myself, with more subtle magic use, with rare actual magic ITEMS, no wands or things that actually STORE magic, and spells that are more like ritual magic. But no magic at all, that is an interesting question, as most games do have SOME outlandish component, whether it is superhero or psychic powers or horror from beyond the stars. I think any setting could be done with no "magic" with the right GM and open-minded players good at storytelling themselves but I admit the unusual aspects lend a cinematic license to be larger than life.
Cool feedback. You're right about the GM knowing how to manage it. I've seen where magic just took away the fairness of the game and like it can also be a cool tool for surprises, you know like unexpected things. There isn't any magic in let's say a detective game unless you consider modern science magic but if you introduce that the GM will totally have to like research everything he says in case one of the players is a MacGyver type of guy.
I don't think role playing without magic diminishes from the game. In a lot of ways it enhances it. It also makes the game much simpler because your not wondering when the mage is going to jump out of the shadows and lightning bolt you instantly turning you to dust.
That said magic is a lot of fun to have in a game. If used properly it can certainly spice up a bland moment.
Edited: Oliron on 30th Jan, 2011 - 2:13am
No doubt dude! That's why I stay here. The GMs are more serious about their stories and stuff. I've been in stories with dumb ass players and GMS talking crap like if its a kindergarten.
I couldn't imagine any role-playing game without magic. By that I mean anything above the norm and not necessarily a fireball or Harry Potter kind of magic.
I've played and DM'd plenty of games where no mention of magic appeared in the plot line.
For instance I once DM'd a game of rifts that centered around an uprising within the Northern Germanic Republic (a futuristic Germany operating military control) in which several coalition (this would be the modern day American government which function as a military dictatorship) spec ops officers found themselves embroiled.
The important thing about leaving magic out of your campaign is ensuring that you create a story that is as interesting as it is engaging.