Remathilis
Legend
I got into a discussion the other day about the ability to detect alignment, and how society would react if we could tell who favored anarchy, law, goodness or evil. Would society splinter along these lines? Why doesn't it in D&D?
That got me thinking about things that are true in D&D that aren't necessarily true about OUR world. Things Joe Commoner takes for granted in his world that you or I don't. Here is my list.
1.) Concrete Alignment: I touched on this. You, by virtue or nature or nurture, project a palpable aura that shows your devotion to the powers of law, good, chaos, evil, or neutrailty. Priests and paladins can sense your innate ability to be a good or evil person. Sure, with magic you can hide it, and you can always work to change it, but nevertheless, Your alliegance to some concrete belief in good or evil (or chaos or law, or none of the above) is tangible and detectable.
2.) Magic is just a career: Some go off to become cobblers. Others run inns. You began an apprenticship to unlock the mysteries of the universe with some bizzare words and gestures. You can summon balls of fire, consort with fiends and angels, teleport great distances in seconds, and read the thoughts of your fellow man. Even more interesting is that unless you are obviously not trying to take over the countryside, people will COME to you for aid. You can SELL your services like the cobbler sells shoes. Sure, there is some inherent distrust, but in almost any thorp, hamlet or village, your services can and will be used.
3.) Adventuring is a legit trade: People, having learned to wield either steel or spell, come to local villages seeking employment. They don't want to set up shop or (like a tinkerer) fix your pots, they want to right-wrongs, save damsels, and get paid to do it. They flood your local enconomy with gold (some from far-off lands) and request the services of the best blacksmiths, rope-makers, innkeepers, and apothecaries. Whole areas of the economy of even the smallest village are based around the care of these souls.
4.) Adventuring is the quickest route to self improvement: A farmer could spend years trying to earn the exact same amount of experience that a fighter does in one outing of slaying orcs. Life or death situations make you faster, stronger, tougher. You learn new mysteries of magic, new fighting techniques, new heights of skill. You gain treasure and magic lost for centruries. With enough time and experience, you can challenge kings in pure prowess. While the noble who fought in the Greyhawk Wars 10 years ago might be 5th level, you've surpassed him in 1 year of adventuring.
5.) There are 1,000s of Sentient Races: Unlike here, where humanity is alone in its mental facility, D&D have 1,000s of sentient races. Some live for hundreds of years. Some look vaguely human, some feral or beastial. Some are short, others tall. Some looks partially animalistic, some border on demonic. Most have vaguely human mindsets, but others border on alien. They can be stronger, faster, tougher, smarter or than humans. Each has a unique language, culture, religion, and ecological niche. They live in peace or (more commonly) wage neverending war. Some even live together in larger cities, and can marry and produce offspring (a seperate race unto itself!)
6.) Faith, Religion, and God is Real. Faith is not believing in some cannon of law or some abstract deity. The miracle of the gods is REAL. Angels and Demons come from the beyond. Clerics call up prayers to there patrons and recieve real power in return. Powerful ones can even call upon there gods intercession into mortal affairs. Sometimes the gods don't wait for a call and interfere directly. There is NO wrong faith; Pelor is as real as Nerull, despite difference in dogma. A person can go to whatever plane matches his alignment (see 1) and see his afterlife. He could even talk directly to his god and ask them all those questions (what is the meaning of life?) if he saw fit.
7.) There are beasts too terrible to mention. And they live near you. Beyond the sentient races, there are monsters. Giants, medusa, dragons. They live in the dark places of the world. Mountains, volcanoes, forests, swamps. Some are barely beastial, others are geniuses beyond the reach of mortals. They can kill with thought, throw boulders the size of ox-carts, paralyze you with fear, or breathe fire upon you. They enter your village for gold, food, slaves. It is the adventurers job (see 3) to stop them. It is a never-ending cycle of danger and violence.
8.) Magic is Everywhere. The cleric's miracles of faith. The wizard's spellbook. The blood of dragons. Nature itself. Potions, rings, magic swords. Psionics. Incarnum. Shadow, True Names, and Pacts. Artificing. All of these are paths of magic. To the commoner, they are practically the same, so it reasons out that you can gain power from ANYTHING. From gods. From unborn souls. From your own mind. All one needs in training and proper intellect and you can learn to do anything.
9.) Death is not the end. Aside from rare mishaps and old age, death is not the end. Ressurection magic can bring back anyone who has enough gold and has died an untimely death. Loved ones can come back. Beloved kings can rule again. Tyrants can rule from beyond the grave. And then there is the undead, those who use foul magic to live forever as either spirt or rotting shell. Blessed with powers beyond mortals, cursed with the effects of there immortality.
10.) The only constant is change. Things can change all around you. Men become wolves. Druids take the form of bears. Wizards polymorph into trolls. Normal men with sorcerous blood become half-draconic. Monks transend humanity and become something "other." You can be born one thing and end up something entirely different. Heck, your wife might be a doppelganger. Or a nymph. Who can ever really say?
Now before you rant on about how impossible something is in D&D, think on these ten "truths" as the people living in this world would see them. Its a very different world than the one you or I live in...
That got me thinking about things that are true in D&D that aren't necessarily true about OUR world. Things Joe Commoner takes for granted in his world that you or I don't. Here is my list.
1.) Concrete Alignment: I touched on this. You, by virtue or nature or nurture, project a palpable aura that shows your devotion to the powers of law, good, chaos, evil, or neutrailty. Priests and paladins can sense your innate ability to be a good or evil person. Sure, with magic you can hide it, and you can always work to change it, but nevertheless, Your alliegance to some concrete belief in good or evil (or chaos or law, or none of the above) is tangible and detectable.
2.) Magic is just a career: Some go off to become cobblers. Others run inns. You began an apprenticship to unlock the mysteries of the universe with some bizzare words and gestures. You can summon balls of fire, consort with fiends and angels, teleport great distances in seconds, and read the thoughts of your fellow man. Even more interesting is that unless you are obviously not trying to take over the countryside, people will COME to you for aid. You can SELL your services like the cobbler sells shoes. Sure, there is some inherent distrust, but in almost any thorp, hamlet or village, your services can and will be used.
3.) Adventuring is a legit trade: People, having learned to wield either steel or spell, come to local villages seeking employment. They don't want to set up shop or (like a tinkerer) fix your pots, they want to right-wrongs, save damsels, and get paid to do it. They flood your local enconomy with gold (some from far-off lands) and request the services of the best blacksmiths, rope-makers, innkeepers, and apothecaries. Whole areas of the economy of even the smallest village are based around the care of these souls.
4.) Adventuring is the quickest route to self improvement: A farmer could spend years trying to earn the exact same amount of experience that a fighter does in one outing of slaying orcs. Life or death situations make you faster, stronger, tougher. You learn new mysteries of magic, new fighting techniques, new heights of skill. You gain treasure and magic lost for centruries. With enough time and experience, you can challenge kings in pure prowess. While the noble who fought in the Greyhawk Wars 10 years ago might be 5th level, you've surpassed him in 1 year of adventuring.
5.) There are 1,000s of Sentient Races: Unlike here, where humanity is alone in its mental facility, D&D have 1,000s of sentient races. Some live for hundreds of years. Some look vaguely human, some feral or beastial. Some are short, others tall. Some looks partially animalistic, some border on demonic. Most have vaguely human mindsets, but others border on alien. They can be stronger, faster, tougher, smarter or than humans. Each has a unique language, culture, religion, and ecological niche. They live in peace or (more commonly) wage neverending war. Some even live together in larger cities, and can marry and produce offspring (a seperate race unto itself!)
6.) Faith, Religion, and God is Real. Faith is not believing in some cannon of law or some abstract deity. The miracle of the gods is REAL. Angels and Demons come from the beyond. Clerics call up prayers to there patrons and recieve real power in return. Powerful ones can even call upon there gods intercession into mortal affairs. Sometimes the gods don't wait for a call and interfere directly. There is NO wrong faith; Pelor is as real as Nerull, despite difference in dogma. A person can go to whatever plane matches his alignment (see 1) and see his afterlife. He could even talk directly to his god and ask them all those questions (what is the meaning of life?) if he saw fit.
7.) There are beasts too terrible to mention. And they live near you. Beyond the sentient races, there are monsters. Giants, medusa, dragons. They live in the dark places of the world. Mountains, volcanoes, forests, swamps. Some are barely beastial, others are geniuses beyond the reach of mortals. They can kill with thought, throw boulders the size of ox-carts, paralyze you with fear, or breathe fire upon you. They enter your village for gold, food, slaves. It is the adventurers job (see 3) to stop them. It is a never-ending cycle of danger and violence.
8.) Magic is Everywhere. The cleric's miracles of faith. The wizard's spellbook. The blood of dragons. Nature itself. Potions, rings, magic swords. Psionics. Incarnum. Shadow, True Names, and Pacts. Artificing. All of these are paths of magic. To the commoner, they are practically the same, so it reasons out that you can gain power from ANYTHING. From gods. From unborn souls. From your own mind. All one needs in training and proper intellect and you can learn to do anything.
9.) Death is not the end. Aside from rare mishaps and old age, death is not the end. Ressurection magic can bring back anyone who has enough gold and has died an untimely death. Loved ones can come back. Beloved kings can rule again. Tyrants can rule from beyond the grave. And then there is the undead, those who use foul magic to live forever as either spirt or rotting shell. Blessed with powers beyond mortals, cursed with the effects of there immortality.
10.) The only constant is change. Things can change all around you. Men become wolves. Druids take the form of bears. Wizards polymorph into trolls. Normal men with sorcerous blood become half-draconic. Monks transend humanity and become something "other." You can be born one thing and end up something entirely different. Heck, your wife might be a doppelganger. Or a nymph. Who can ever really say?
Now before you rant on about how impossible something is in D&D, think on these ten "truths" as the people living in this world would see them. Its a very different world than the one you or I live in...
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