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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Ovinomancer" data-source="post: 7580985" data-attributes="member: 16814"><p>What a weird thing this is! It's okay to be the rare portion of society when it comes to you class (which is what, exactly?), but that rarity cannot every translate into backgrounds. Because, you know, in a pseudo-medieval society the vast majority of men-at-arms are either favored retainers of a noble house or minor nobility themselves. What, praytell, what do you think a knight is but a noble?!</p><p></p><p>Those that have the time and resources to pursue training in many of the classes are already going to be predominately nobility, if you're hewing to a pseudo-medieval (or even Renaissance) world. I just don't get the 'well, 1 in 4 party members are mages, who've spent years getting super-expensive training to go out and try and kill some goblins with their 1 magic missile spell (because, you know, people that invested in that education are going to let that happen) but the odds of these people receiving pricelessly expensive educations are going to be a cross-section of the population at large rather than the subset of that population that can actually afford such education. This makes total sense. Or rather, it doesn't, but it does showcase a common weirdness about how D&D has generally treated such things as world consistency and coherence -- which is to say pretty much not at all. I gave up a long time ago trying to create believable gameworlds where characters are not nearly uniquely special within the world as a fool's errand.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7580985, member: 16814"] What a weird thing this is! It's okay to be the rare portion of society when it comes to you class (which is what, exactly?), but that rarity cannot every translate into backgrounds. Because, you know, in a pseudo-medieval society the vast majority of men-at-arms are either favored retainers of a noble house or minor nobility themselves. What, praytell, what do you think a knight is but a noble?! Those that have the time and resources to pursue training in many of the classes are already going to be predominately nobility, if you're hewing to a pseudo-medieval (or even Renaissance) world. I just don't get the 'well, 1 in 4 party members are mages, who've spent years getting super-expensive training to go out and try and kill some goblins with their 1 magic missile spell (because, you know, people that invested in that education are going to let that happen) but the odds of these people receiving pricelessly expensive educations are going to be a cross-section of the population at large rather than the subset of that population that can actually afford such education. This makes total sense. Or rather, it doesn't, but it does showcase a common weirdness about how D&D has generally treated such things as world consistency and coherence -- which is to say pretty much not at all. I gave up a long time ago trying to create believable gameworlds where characters are not nearly uniquely special within the world as a fool's errand. [/QUOTE]
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