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General Tabletop Discussion
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Does technology (steamtech/magictech/clockwork/etc.) figure in your game? What kind?
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<blockquote data-quote="Dr Simon" data-source="post: 3203306" data-attributes="member: 21938"><p>In the World of Conclave we ended up including some technology, but not a great deal of OTT steam-punky stuff. The setting assumes a slightly higher tech-level than the usual fantasy default, more akin to 17th century with printing presses, clocks, banking, calculus etc. all existing but still quite rare and the province of curiousities and the few 'natural philosophers'. </p><p></p><p>One nation, the Technocracy of Hudan, has pushed the envelope further than elsewhere, mostly due to their access to various magically-empowered minerals created by the death of a god. They are closer to the Industrial Revolution, but also blighted by magical pollution creating mutants and other wierdness. They also jealously guard their secrets and have a special subset of agents dedicated to preventing theft of their items.</p><p></p><p>Guns are around, but quite rare. Hudanese guns are, as mentioned, kept exculsively to Hudan (yeah, right, there are no gun-runners, honest). Other nations have developed explosives seperately, but they aren't as reliable.</p><p></p><p>Part of the interest is to set things up so that, potentially, some sort of arms race develops.</p><p></p><p>****</p><p></p><p>On a not-Conclave note, I once ran a campaign back in college, which I'm resurrecting soon, that featured high tech (some ancient heroes were actually marooned travellers from an advanced world, that old schtick). In the original campaign the tech stuff was obviously laser guns and the like. In the revisited version, I'm making it seem more magical (rather than a laser rifle looking like a gun, it is more like a sort of white organic staff, for example, and is known as an energy staff). Tech is known by the general populace as being 'different from magic', and doesn't interact with spells/abilities/items that specifially affect magic. It's all in the hands of the guild of Tech-Knowledgists, who are sort of controlled by the government but may, at some point in the campaign, go a bit out of control. Further, it gives me the opportunity to use Chaositech as an equal and opposite force, in the hands of some bad guys.</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 3203306, member: 21938"] In the World of Conclave we ended up including some technology, but not a great deal of OTT steam-punky stuff. The setting assumes a slightly higher tech-level than the usual fantasy default, more akin to 17th century with printing presses, clocks, banking, calculus etc. all existing but still quite rare and the province of curiousities and the few 'natural philosophers'. One nation, the Technocracy of Hudan, has pushed the envelope further than elsewhere, mostly due to their access to various magically-empowered minerals created by the death of a god. They are closer to the Industrial Revolution, but also blighted by magical pollution creating mutants and other wierdness. They also jealously guard their secrets and have a special subset of agents dedicated to preventing theft of their items. Guns are around, but quite rare. Hudanese guns are, as mentioned, kept exculsively to Hudan (yeah, right, there are no gun-runners, honest). Other nations have developed explosives seperately, but they aren't as reliable. Part of the interest is to set things up so that, potentially, some sort of arms race develops. **** On a not-Conclave note, I once ran a campaign back in college, which I'm resurrecting soon, that featured high tech (some ancient heroes were actually marooned travellers from an advanced world, that old schtick). In the original campaign the tech stuff was obviously laser guns and the like. In the revisited version, I'm making it seem more magical (rather than a laser rifle looking like a gun, it is more like a sort of white organic staff, for example, and is known as an energy staff). Tech is known by the general populace as being 'different from magic', and doesn't interact with spells/abilities/items that specifially affect magic. It's all in the hands of the guild of Tech-Knowledgists, who are sort of controlled by the government but may, at some point in the campaign, go a bit out of control. Further, it gives me the opportunity to use Chaositech as an equal and opposite force, in the hands of some bad guys. [/QUOTE]
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Does technology (steamtech/magictech/clockwork/etc.) figure in your game? What kind?
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