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Craft DC's for Instruments
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<blockquote data-quote="Mark" data-source="post: 1307824" data-attributes="member: 5"><p>I agree, for the most part, but would hasten to add that a baseline is also the best starting place. I think magic is generally used as a replacement, or enhancement, of what gets done by normal means. Why create a lute magically as the first example of a lute? More likely a lute gets made with glue, then a lute gets made magically because someone doesn't want to bother with glue. It is far more likely that if an arcane specialist wanted music they would bypass even creating a lute (if the lute didn't first exist), IMO.</p><p></p><p>So, I'd look toward deciding first what exists in your campaign assuming no magic then, perhaps, accelerate the processes and inovations based on magic being present. (I wonder if jgbrowning or Suzi Yee have some thoughts on this subject already.)</p><p></p><p>Along the same subject it might be a good idea to look at a timeline of actual real world composers -</p><p></p><p><a href="http://music.searchbeat.com/composer.htm" target="_blank">http://music.searchbeat.com/composer.htm</a></p><p></p><p>And create a similar one for your campaign world, including dividing types of music and development based on regions. It's worth noting that certain resources would make certain musical instruments natural developments for certain regions (those with little forestry but an abundance of ores more likely to move toward metal instruments, etc.) Additionally, certain types of music might develop based on the types of instruments available in a region (Dwarven Brass Marching Bands?) and, conversely, a composer that visits an area and hears a type of music he loves, then returns to his own region where a type of instrument doesn't yet exist, might describe that type of instrument to a craftsperson who then spawns a whole new inovation because he needs to work with alternative materials.</p><p></p><p>The possibilities can be daunting, so even if you do not stick with the original timelines and baselines, it helps to create them just to give you some firm ground on which to spin your new ideas, IMO.</p></blockquote><p></p>
[QUOTE="Mark, post: 1307824, member: 5"] I agree, for the most part, but would hasten to add that a baseline is also the best starting place. I think magic is generally used as a replacement, or enhancement, of what gets done by normal means. Why create a lute magically as the first example of a lute? More likely a lute gets made with glue, then a lute gets made magically because someone doesn't want to bother with glue. It is far more likely that if an arcane specialist wanted music they would bypass even creating a lute (if the lute didn't first exist), IMO. So, I'd look toward deciding first what exists in your campaign assuming no magic then, perhaps, accelerate the processes and inovations based on magic being present. (I wonder if jgbrowning or Suzi Yee have some thoughts on this subject already.) Along the same subject it might be a good idea to look at a timeline of actual real world composers - [url]http://music.searchbeat.com/composer.htm[/url] And create a similar one for your campaign world, including dividing types of music and development based on regions. It's worth noting that certain resources would make certain musical instruments natural developments for certain regions (those with little forestry but an abundance of ores more likely to move toward metal instruments, etc.) Additionally, certain types of music might develop based on the types of instruments available in a region (Dwarven Brass Marching Bands?) and, conversely, a composer that visits an area and hears a type of music he loves, then returns to his own region where a type of instrument doesn't yet exist, might describe that type of instrument to a craftsperson who then spawns a whole new inovation because he needs to work with alternative materials. The possibilities can be daunting, so even if you do not stick with the original timelines and baselines, it helps to create them just to give you some firm ground on which to spin your new ideas, IMO. [/QUOTE]
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