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DM's: How Do You Justify NPC's Having Magic/Abilities That Don't Exist in the PHB?
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<blockquote data-quote="pemerton" data-source="post: 8828679" data-attributes="member: 42582"><p>I've run a lot of RPGs, in a variety of settings. I don't think I've ever designed a setting's physics. I have sometimes considered a setting's sociology and/or theology and metaphysics, because to me these are far more central to RPGing than physics. But other times I have let those things emerge more-or-less organically via play; or have established them by reference to a known exemplar or paradigm (eg <em>Let's play Vikings</em> or <em>Let's play Middle Earth</em> or <em>Let's play Victorian-ear Cthulhu</em>).</p><p></p><p>By gravity which of the following do you mean?</p><p></p><p style="margin-left: 20px"><em>Things fall to earth</em> - which has been common knowledge for all humans for as long as humans have existed; or,</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>All things fall to earth at a uniform rate of acceleration if air resistance is disregarded</em> - which has not been common knowledge and as far as I know isn't obviously true in any FRPG I'm familiar with, given that none of them involve detailed calculations about falling things, ballistics etc; or,</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>The same physical factor that explains how and why things fall to earth also explains celestial motion</em> - which is actively false in many FRPG settings.</p><p></p><p>I've seen D&D module with magnetic effects that to the best of my knowledge are not explicable in terms of real-world magnetism (eg "lodestones" that pull and trap characters wearing metal armour).</p><p></p><p>I just don't see any evidence that FRPG settings need the sort of detail or rules established in advance that you say they do.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8828679, member: 42582"] I've run a lot of RPGs, in a variety of settings. I don't think I've ever designed a setting's physics. I have sometimes considered a setting's sociology and/or theology and metaphysics, because to me these are far more central to RPGing than physics. But other times I have let those things emerge more-or-less organically via play; or have established them by reference to a known exemplar or paradigm (eg [i]Let's play Vikings[/i] or [i]Let's play Middle Earth[/i] or [i]Let's play Victorian-ear Cthulhu[/i]). By gravity which of the following do you mean? [indent][i]Things fall to earth[/i] - which has been common knowledge for all humans for as long as humans have existed; or, [i]All things fall to earth at a uniform rate of acceleration if air resistance is disregarded[/i] - which has not been common knowledge and as far as I know isn't obviously true in any FRPG I'm familiar with, given that none of them involve detailed calculations about falling things, ballistics etc; or, [i]The same physical factor that explains how and why things fall to earth also explains celestial motion[/i] - which is actively false in many FRPG settings.[/indent] I've seen D&D module with magnetic effects that to the best of my knowledge are not explicable in terms of real-world magnetism (eg "lodestones" that pull and trap characters wearing metal armour). I just don't see any evidence that FRPG settings need the sort of detail or rules established in advance that you say they do. [/QUOTE]
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