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10 Absolute Truths about the World of D&D

Actually I could probably give a number of good arguments against these so called "truths."

1.) Concrete Alignment: Auras are strange things. They have different strengths, different meanings, and one can actually glow two opposite alignments at the same time. So called neutural clerics of an evil diety will appear as massively evil. Ordinary mass murdering humans will appear less evil. Sure, there might be such a thing as an "alignment" but it's not all that easy to determine, even with auras.

2.) Magic is just a carrier: I'm not really sure of what you are getting at. People will always seek experts in anything, fighters, sages, designers of masterwork weapons, what have you.

3.) Adventuring is a legit trade: So is highway robbery. And sometimes it's hard for townsfolk to tell the difference. Not that they care, gold is gold afterall.

4.) Adventuring is the quickest route to self improvement: No, war is. Adventuring is the second quickest route to self improvement.

5.) There are 1,000s of Sentient Races: Probably hundreds, but in any event most will never encounter each other so anything over a few score is probably heresay.

6.) Faith, Religion, and God is Real: So others say. Clerics wield magic ... so do wizards. Most people never see deities and even messingers from other realms can never be completely believed. Raise a guy from the dead and ask him what heaven was like and (by the RAW) he won't be able to tell you.

7.) There are beasts too terrible to mention. And they live near you: And some of them are actually in charge of your village.

8.) Magic is Everywhere: This I will agree, although magic is exceptionally expensive.

9.) Death is not the end. Aside from rare mishaps and old age, death is not the end: But old age is the key. You can dissapoint death only so long. He will have the last laugh. And being undead isn't cheating death by any means. Have you seen a happy lich? A joyful mummy? A giddy vampire? No.

10.) The only constant is change: Not really. That lich has been one for over ten thousand years. He isn't changing. Magic is was and will be - not changing there either.
 

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Nightfall said:
11th absolute truth: Nightfall will always try to pimp Scarred Lands. :p :)

and in that world.

OD&D(1974) is the only true game. All other editions are just poor imitations of the real thing.
 

CRGreathouse said:
I'm not sure what your point is here. Surely in the Middle Ages and especially the Renaissance people would offer their magical services for sale, and that's in a world without magic.

People in the real world offer magical services for sale. Fortune tellings. Blessings. New-age aura cleansing stuff. Faith healing. Communication with the dead. Bogus medicine.

The difference is that in a fantasy world these things work.
 

Remathilis said:
Lastly, I'll grant that mercenaries and explorers made thier living being "adventurers" but they rarely impacted local economies & societies like D&D ones do. The cartloads of gold, the specialty shops for adventurers (even excluding magic shoppes) even the idea of "there is a problem, we need to hire adventurers" seems different than what most people assumed.

Actually Adventurers (Mercenaries, Explorers, Pilgrims) have often had major impacts on societies take a few examples

1. In 209 BC the Sons of Mars (Italian Mercenaries) in Greece captured the city of Messina and held it for 20 years

2. The Mongol hordes sweeping across eastern europe were mainly made up of Turkish mercenaries

3. Mansa Musa whilst on a pilgrimage to Mecca gave away so much gold in Cairo that it took 12 years for the Egyptian economy to recover

4. The Mercenary Companies of the 15th Century were the main military forces in Italy

5. Cortes and similar Spanish Adventurers were responsible for the fall of the Aztec Empire and flooding Spain with gold

6. Francis Drake, Captain Kidd and many of the English Bucaneers were first mercenary 'privateers'

7.Roberet Clive (an adventurer and employee of the British East India Company) lead Company Troops in the Battle of Plassey which eventually established British Rule in India

8. If you have a problem, and noone else can help, and you can find them. Then maybe you can hire ....

Thats just a few...
 
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Quasqueton said:
99.9% of the time for 99.9% of the people, death is “the end.”
Nah, your souls just go to some outer plane where you are in danger of being tormented by fiends or getting bitten by a celestial badger.
Tonguez said:
3. Mansa Musa whilst on a pilgrimage to Mecca gave away so much gold in Cairo that it took 12 years for the Egyptian economy to recover
Egypt evidently doesn't have the special economy D&D has.
 


One thing that's the source of a lot of confusion and rancor in these kinds of threads is the question of whether the D&D rules describe how things work in a fantasy world on average, or whether they describe exceptional, or extremely rare, things that could happen in a fantasy world. It is of course an open question. You can certainly run a world where only the characters, their enemies, and a few select NPCs have access to the kinds of magics, knowledge, and self-improvements that D&D describes. Where all monsters are in secret crannies only the PCs uncover. It's perfectly possible. Or you can run a world where parties of four iconics run around by default as just a regular way of life, and yes, magic shops are here there and everywhere. Both can be fun and neither is ruled out by the rules.
 

Very interesting; you should submit an article to Dragon along these lines.

Obviously, a lot of fun that DMs have with their worlds is tweaking such "truths." It's fun to see the default culture assumptions writen out so clearly.
 

Eridanis said:
Very interesting; you should submit an article to Dragon along these lines.

Obviously, a lot of fun that DMs have with their worlds is tweaking such "truths." It's fun to see the default culture assumptions writen out so clearly.

Heh, I thought about turning it into a small essay or even a short book, but a dragon article might work as well. Time to get cracking.
 

Imp said:
One thing that's the source of a lot of confusion and rancor in these kinds of threads is the question of whether the D&D rules describe how things work in a fantasy world on average, or whether they describe exceptional, or extremely rare, things that could happen in a fantasy world. It is of course an open question. You can certainly run a world where only the characters, their enemies, and a few select NPCs have access to the kinds of magics, knowledge, and self-improvements that D&D describes. Where all monsters are in secret crannies only the PCs uncover. It's perfectly possible. Or you can run a world where parties of four iconics run around by default as just a regular way of life, and yes, magic shops are here there and everywhere. Both can be fun and neither is ruled out by the rules.

Whilst I don't disagree with you with regards to the game being played on any set of assumptions. I think some of your depictions of average vs non-average can be deconstructed.

Lets look at Earth in June 2006 and Me an average person.

Now I know that in some parts of my world there are maneating tigers, 40 ft crocodiles, gigantic snakes, voracious sharks and rampaging hippopotami. I know that there are violent hordes armed with terrible weapons, trained assasins lurking in the shadows, a few individuals with the power to wipe out whole cities at the push of a button

All this is real of my world

None of it affects me on a daily basis -
 

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