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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Kobold Boots" data-source="post: 7470004" data-attributes="member: 92239"><p>Lets pretend the world has all of the tropes of the standard fantasy realm and follows a similar path to the understanding of science back in the day.. for the sake of conversation.</p><p></p><p>Elements: Air, Earth, Fire, Water, Void (eastern concept)</p><p></p><p>Then lets assume there's a good amount of stuff that medieval folks generally don't know about, but some may be playing with. </p><p></p><p>Fluid dynamics (Colisseum), Thermodynamics, Metallurgy, Chemistry (Forging Steel) etc.</p><p></p><p>All of this behaves as you would believe it would in the real world.</p><p></p><p>Last, add magic.</p><p></p><p>The only definition for magic that you need is "A force that can modify and maintain the natural order of things or modify and maintain an unnatural order of things." It can come from wherever you want it to, it can be explained away as fluff, but in order to fit in the D&D universe it needs to be a recognized thing that the enlightened races and natural world can manipulate if all the right conditions are met.</p><p></p><p>So if you need to figure out a way where a mage could throw a fireball.. that's what magic allows. it supercedes the basic laws of physics but it's not easy to make permanent. Specific rules for that can exist in your game.</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7470004, member: 92239"] Lets pretend the world has all of the tropes of the standard fantasy realm and follows a similar path to the understanding of science back in the day.. for the sake of conversation. Elements: Air, Earth, Fire, Water, Void (eastern concept) Then lets assume there's a good amount of stuff that medieval folks generally don't know about, but some may be playing with. Fluid dynamics (Colisseum), Thermodynamics, Metallurgy, Chemistry (Forging Steel) etc. All of this behaves as you would believe it would in the real world. Last, add magic. The only definition for magic that you need is "A force that can modify and maintain the natural order of things or modify and maintain an unnatural order of things." It can come from wherever you want it to, it can be explained away as fluff, but in order to fit in the D&D universe it needs to be a recognized thing that the enlightened races and natural world can manipulate if all the right conditions are met. So if you need to figure out a way where a mage could throw a fireball.. that's what magic allows. it supercedes the basic laws of physics but it's not easy to make permanent. Specific rules for that can exist in your game. [/QUOTE]
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