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<blockquote data-quote="fusangite" data-source="post: 3569295" data-attributes="member: 7240"><p>Try looking at the Rocky Mountains in Alberta for continent-cutting rivers. Check out the proximity of the sources of the Columbia, Fraser, Nelson and Mackenzie systems. Continental divides are so-called for good reason.</p><p></p><p>Now, that stated, I'd also be inclined to evaluate what we can infer of Mystara's hydrology rules from the materials produced for the setting because when I see something improbable or impossible in our world described in setting materials, I take it to indicate something important about how the setting's physics differ from our own.What matters about a game world is not how consistent it is with our world but how consistent it is with itself. We all accept that some of the physical laws of game worlds are different from those that govern our world; given that water and earth are <em>elements</em> and that elements, as a class of thing, have different properties than those in our world (such as the capacity to create/support elementals). Given that what we already know of water and earth in D&D indicates very strongly that they have different properties than the things we call by those names in our world, it seems a leap, at best, to decide that they will generate topography in exactly the same way as exists in our world.</p></blockquote><p></p>
[QUOTE="fusangite, post: 3569295, member: 7240"] Try looking at the Rocky Mountains in Alberta for continent-cutting rivers. Check out the proximity of the sources of the Columbia, Fraser, Nelson and Mackenzie systems. Continental divides are so-called for good reason. Now, that stated, I'd also be inclined to evaluate what we can infer of Mystara's hydrology rules from the materials produced for the setting because when I see something improbable or impossible in our world described in setting materials, I take it to indicate something important about how the setting's physics differ from our own.What matters about a game world is not how consistent it is with our world but how consistent it is with itself. We all accept that some of the physical laws of game worlds are different from those that govern our world; given that water and earth are [i]elements[/i] and that elements, as a class of thing, have different properties than those in our world (such as the capacity to create/support elementals). Given that what we already know of water and earth in D&D indicates very strongly that they have different properties than the things we call by those names in our world, it seems a leap, at best, to decide that they will generate topography in exactly the same way as exists in our world. [/QUOTE]
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