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Arcanodynamics: What does a high-magic society look like?
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<blockquote data-quote="blargney the second" data-source="post: 1435713" data-attributes="member: 14678"><p>Those are some excellent ponderings, nopantsyet! I'll have to find a reason why wizards and their ilk are not the de facto rulers of the world. I guess the easiest solution would be to take a page from Jack Vance's books, where mages simply lack the motivation to dominate the rest of the world: they're too busy delving into arcane mysteries to really take the plunge into politics. (That and the fact that they've taken a pact not to interfere with that stuff!)</p><p></p><p>I think the nature of government is composed of more considerations than sheer magical power - the D&D system is balanced in the sense that there is always someone that can exploit a weakness. Assassins could wipe out most wizards by forcing enough Fortitude saves, or X class/monster could do Y, or, or, etc. There's no shortage of ways to kill people in D&D, and I think that most adventurers worthy of the name are quite capable of proving that.</p><p></p><p>Other than "might makes right", some factors in determining government type could be tradition, legitimate ownership of land, amount of leisure time available to the general population, <em>what works and what doesn't</em>, and religion. People tend to be very inclined to follow persuasive and decisive leaders.</p><p></p><p>As for my government type, I was intending for the region to be feudal. I've got Magical Medieval Society, and I'm itching to use it! A patchwork of manors surrounding and supporting the city, with different lords who have sworn fealty to the area's great landholder, yet they don't necessarily all get along. Fun!</p><p></p><p>I'd be very interested in seeing your list of spells categorized by regulation level! I was planning on doing that already, and any shortcuts would be much appreciated. I'm beginning to discover the expanding nature of DM preparation...</p><p></p><p>-blarg</p></blockquote><p></p>
[QUOTE="blargney the second, post: 1435713, member: 14678"] Those are some excellent ponderings, nopantsyet! I'll have to find a reason why wizards and their ilk are not the de facto rulers of the world. I guess the easiest solution would be to take a page from Jack Vance's books, where mages simply lack the motivation to dominate the rest of the world: they're too busy delving into arcane mysteries to really take the plunge into politics. (That and the fact that they've taken a pact not to interfere with that stuff!) I think the nature of government is composed of more considerations than sheer magical power - the D&D system is balanced in the sense that there is always someone that can exploit a weakness. Assassins could wipe out most wizards by forcing enough Fortitude saves, or X class/monster could do Y, or, or, etc. There's no shortage of ways to kill people in D&D, and I think that most adventurers worthy of the name are quite capable of proving that. Other than "might makes right", some factors in determining government type could be tradition, legitimate ownership of land, amount of leisure time available to the general population, [i]what works and what doesn't[/i], and religion. People tend to be very inclined to follow persuasive and decisive leaders. As for my government type, I was intending for the region to be feudal. I've got Magical Medieval Society, and I'm itching to use it! A patchwork of manors surrounding and supporting the city, with different lords who have sworn fealty to the area's great landholder, yet they don't necessarily all get along. Fun! I'd be very interested in seeing your list of spells categorized by regulation level! I was planning on doing that already, and any shortcuts would be much appreciated. I'm beginning to discover the expanding nature of DM preparation... -blarg [/QUOTE]
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