GMMichael
Guide of Modos
It seems that "medieval fantasy" no longer applies to D&D. It's more of a steampunk game, despite some of the art. Here's why:
Agree? Disagree? Why isn't D&D now a steampunk game by default?
- Default technology: the SRD offers PCs muskets, pistols, and airships.
- The Clarke rule: sufficiently advanced technology seems to be everywhere, given the number of classes and subclasses using magic.
- Species: the English word is post-middle ages, but Darwin made it pretty official in the 19th century.
- Cosmopolitan travel: it's not impossible to see a halfling and a dragonborn hanging out together, one of which could have arrived quickly, from distant lands, via Broom of Flying, Carpet of Flying, or the aforementioned airship. These travel modes rival, if not exceed, the speed of a locomotive engine.
- Industrial labor: cantrips, i.e. unlimited-use-spells, can do things like purify steel (acid splash), perform hard labor (mage hand), refrigerate (ray of frost), generate electricity (shocking grasp), and heat a boiler (fire bolt). In addition, rock gnomes can create, at will, "clockwork devices."
- Mass production: there's no mention of scarcity in the weapon, armor, or gear tables. (It does seem to apply loosely to magic items.)
- Apparatus of the Crab: enough said.
Agree? Disagree? Why isn't D&D now a steampunk game by default?