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Do you design worlds according to fantastical physics?
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<blockquote data-quote="Celebrim" data-source="post: 7574313" data-attributes="member: 4937"><p>My D&D setting assumes that the physics of the world correspond roughly to the physics ancient peoples believed the world had. </p><p></p><p>a) There are four material elements and basically everything material is composed of combinations of those four elements.</p><p>b) Things that move are animated by spirits, and are thus alive in some sense and move according to internal rules and will rather than external forces. For example, things don't fall because of gravity - they fall because Earth spirits pull things to the ground. Objects in a vacuum wouldn't necessarily fall at the same rates.</p><p>c) If you grind a cannon in a pool of water, it will eventually stop heating up because you'll have removed the heat from it.</p><p>d) The kinetic energy of an object is linear with its velocity.</p><p>e) This world is parallel to an unseen spirit world where ideas are reified.</p><p>f) If you burned something in a confined space, the total mass of the combusted substance would be less than you started.</p><p>g) Life can spontaneously generate from non-life. </p><p></p><p>In practice, the day to day affairs of a character will closely resemble reality. This is because trying to game in something that radically doesn't resemble reality is very difficult, as there is no shared framework of expectations. Most of the time these things come up when the player character is exercising arcane knowledge, or the player tries to exercise scientific knowledge. Since the world by no means actually functions according to known scientific principles, players have no way of leveraging their own knowledge to metagame the setting, but instead have to rely on character knowledge.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7574313, member: 4937"] My D&D setting assumes that the physics of the world correspond roughly to the physics ancient peoples believed the world had. a) There are four material elements and basically everything material is composed of combinations of those four elements. b) Things that move are animated by spirits, and are thus alive in some sense and move according to internal rules and will rather than external forces. For example, things don't fall because of gravity - they fall because Earth spirits pull things to the ground. Objects in a vacuum wouldn't necessarily fall at the same rates. c) If you grind a cannon in a pool of water, it will eventually stop heating up because you'll have removed the heat from it. d) The kinetic energy of an object is linear with its velocity. e) This world is parallel to an unseen spirit world where ideas are reified. f) If you burned something in a confined space, the total mass of the combusted substance would be less than you started. g) Life can spontaneously generate from non-life. In practice, the day to day affairs of a character will closely resemble reality. This is because trying to game in something that radically doesn't resemble reality is very difficult, as there is no shared framework of expectations. Most of the time these things come up when the player character is exercising arcane knowledge, or the player tries to exercise scientific knowledge. Since the world by no means actually functions according to known scientific principles, players have no way of leveraging their own knowledge to metagame the setting, but instead have to rely on character knowledge. [/QUOTE]
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Do you design worlds according to fantastical physics?
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