Paul Farquhar
Legend
Mending.one of the fun things we did on tic tok earlier this year was a series of videos asking what 1 cantrip you would want in real life...
Followed by Guidance.
Mending.one of the fun things we did on tic tok earlier this year was a series of videos asking what 1 cantrip you would want in real life...
Which makes a campaign really, REALLLY weird when we meet more than the one wizard that's in our group. If wizards are that limited (and note, I still have no idea why we're focused on wizards since clerics and druids would have just as huge of an impact on a setting) then how on earth have we met three of them by the time we're tenth level?
You can't have it both ways. You can't have "wizards and casters are so super duper rare that no one would see one" and "wizards and casters are so common that we bump into several every single adventure".
Isn't there a fairly obvious reason for this? Namely, that the system makes it hard to build mechanically challenging and interesting opponents at those levels without drawing on the spell rules. It's the flipside of the contrast one often sees drawn between fighter and caster PCs at those sorts of levels.one of the things that bug me about the MM is that so many of the high CR monsters are casters. As I said, I prefer not to use them often but the number of entries for enemies above CR 10 that are not casters of some type is pretty limited.
oh god Im sorry I guessedNot when we're discussing whether or not they're mathematicians! I mean, bees build their hives by doing maths without knowing it, but bees aren't mathematicians.
By the same token though, you aren't limited to medieval levels of communication and transportation.Not necessarily. Philosophers are pretty rare, but in my life I've met dozens, and have more than one as a friend.
Supervillains are pretty rare, but Superman and the X-Men meet heaps and heaps of them.
What I do think tend to run your way is that a lot of D&D material treats magic-users and clerics as essentially ordinary parts of the social fabric: in Gygax's rules, for instance, all large groups of NPCs tend to have at least a couple hanging out with them, they are indentured into city guards and watches, etc. That part of his game isn't REH-ish at all. 4e D&D seems to me to have a similar vibe. I don't know 5e stuff well enough to comment on it.
I see setting as a subset of worldbuilding. For me, setting without a larger context is just bad worldbuilding.@Hussar, your question about hometown has a cheat answer because my home town is a city of four million people which has two of the world's strongest philosophy departments. And I spent over a decade studying and then teaching in them.
On the details of contemporary worldbuilding I absolutely defer to you: my knowledge of fantasy basically begins and ends with JRRT, REH and Le Guin's Earthsea (I know Elric and Lankhmar only through their RPG incarnations, and what I've heard beyond those).
As you probably know from my past posts, I think that the worldbuilding thing is a bit of an albatross around the neck of FRPGing. It creates these concerns both around GM fidelity to setting ("Am I using too many wizards?") and player fidelity to setting ("No, you can't play a XYZ because there are no XYZs in my world").
That's not to dismiss the importance of setting to RPGing, but you can have setting without world building and then most of these issues go away.
Well as you know, Australia had not been invaded and colonised at that point, and its First Nations didn't build cities.how many people lived in your city in 1200 AD.![]()
Well as you know, Australia had not been invaded and colonised at that point, and its First Nations didn't build cities.
I had hoped I might provoke you into a thought about the worldbuilding-as-albatross issue!