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Do castles make sense in a world of dragons & spells?
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<blockquote data-quote="Steel_Wind" data-source="post: 5116728" data-attributes="member: 20741"><p>As many have mentioned, it depends upon the nature and scale of magic and flight, generally, in your campaign world.</p><p></p><p>This dependency in the verisimilitude of the campaign world is, I might add, one of my principal complaints about 3.xx. The extremely high powered nature of the game and the default assumptions in the Rules as to the ready availability of magic items (which 3.xx treat as a simple commodity) within the game world is, without doubt, at odds with the supposed medieval feel of the game world when evaluated on a logical basis.</p><p></p><p>So, are castles consistent with the sheer power in 3.5 and magic items which are bought and sold as a commodity? Nope. They are not. If verisimilitude is your aim, it's not even remotely <em>close</em>.</p><p></p><p>There is no law of FRP gaming which ways that this must bother a DM or the players. If everybody is perfectly comfortable with the inconsistency, and you want to <em>say</em> it works, go ahread. </p><p></p><p>But on a rational basis, these structures (and indeed, much of the underlying social/political system in a medieval society) just <strong><em>does not make sense </em></strong>within the uber_powered default assumptions in the 3.5 rule system.</p><p></p><p>Gameist design principles certainly won out over simulationist world building when considering this aspect of 3.xx. For most this is fine and is just hand-waved away; for a minority it is not fine and requires significant re-thinking the assumptions in order to make some sort of supposed "sense". </p><p></p><p>Where an individual stands on the Gameist/Simulationist spectrum is a matter of personal preference. There is never a right and wrong to a person's preferences. I would argue, however, that there most definitely <strong>can be </strong>a right and wrong when trying to justify a gameist design principle and pass it off as reasonable simulation. </p><p></p><p>If the logical inconsistency does not bother you, then it doesn't; however, if it does, then you will need to adjust the default assumptions in the 3.xx Rules system (or, alternatively, adjust the socio-political and military structures in your game world). *shrug*</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5116728, member: 20741"] As many have mentioned, it depends upon the nature and scale of magic and flight, generally, in your campaign world. This dependency in the verisimilitude of the campaign world is, I might add, one of my principal complaints about 3.xx. The extremely high powered nature of the game and the default assumptions in the Rules as to the ready availability of magic items (which 3.xx treat as a simple commodity) within the game world is, without doubt, at odds with the supposed medieval feel of the game world when evaluated on a logical basis. So, are castles consistent with the sheer power in 3.5 and magic items which are bought and sold as a commodity? Nope. They are not. If verisimilitude is your aim, it's not even remotely [I]close[/I]. There is no law of FRP gaming which ways that this must bother a DM or the players. If everybody is perfectly comfortable with the inconsistency, and you want to [I]say[/I] it works, go ahread. But on a rational basis, these structures (and indeed, much of the underlying social/political system in a medieval society) just [B][I]does not make sense [/I][/B]within the uber_powered default assumptions in the 3.5 rule system. Gameist design principles certainly won out over simulationist world building when considering this aspect of 3.xx. For most this is fine and is just hand-waved away; for a minority it is not fine and requires significant re-thinking the assumptions in order to make some sort of supposed "sense". Where an individual stands on the Gameist/Simulationist spectrum is a matter of personal preference. There is never a right and wrong to a person's preferences. I would argue, however, that there most definitely [B]can be [/B]a right and wrong when trying to justify a gameist design principle and pass it off as reasonable simulation. If the logical inconsistency does not bother you, then it doesn't; however, if it does, then you will need to adjust the default assumptions in the 3.xx Rules system (or, alternatively, adjust the socio-political and military structures in your game world). *shrug* [/QUOTE]
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