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<blockquote data-quote="rounser" data-source="post: 1475663" data-attributes="member: 1106"><p>Not really what I meant...more that, the spell system is designed wholly and solely for adventuring purposes (those interesting FR spells that weren't, in fact, intended for adventurers, occasionally popping up in the sourcebooks, didn't make it into the new edition). What I meant was, trying to logically apply the effect of this specifically aimed hero magic on general society is almost guaranteed to be a recipe for trouble, and best ignored unless you want to see the entire tapestry unravel before your eyes.</p><p></p><p>It seems that struggling with the implications of <em>Create Water</em> and <em>Earthquake</em> and giants and flying monsters on castles and sieges, <em>Cure Disease</em> and lay on hands on plagues, <em>Plant Growth</em>, <em>Decanters of Endless Water</em>, that magic item that makes gruel and <em>Control Weather</em> on droughts and famines etc. has been a thorn in the side of the game's verisimilitude since early days. There are no reasons why wizards, clerics and druids wouldn't turn society upside down with change if the the implications of their capabilities were explored fully. You could forget about even a semblance of medieval atmosphere, because it would be bulldozed instantly by every house having permanent magical lighting...and that's just one spell.</p><p></p><p>To go some of the way down this path and ignore the rest is a Faustian bargain; if X is there, compromising a swords & sorcery fantasy idiom because it's a "realistic" result of magic in society, then why aren't implications Y and Z also true? It's a one way street which looks on the surface like we're getting somewhere, but actually leads nowhere good, IMO...</p><p></p><p>Agreed, although I distinguish "pulp fantasy" (e.g. Conan) from "pulpy pulp", i.e. pulp in a contemporary setting. Eberron has been purported to be the latter (see reply to next paragraph).</p><p></p><p>I think it's from one of Keith Baker's posts on this board from the early days, where he was describing a dwarven detective with a battleaxe who was talking to a "dame". I'm pretty sure I didn't imagine it. Someone said this material was from the original setting submission, and had since been rescinded - that may be the rumour I'm helping spread.</p><p></p><p>As I said, I'm pretty sure I didn't imagine it, although I've probably got at least one detail wrong.</p><p></p><p>I never completed Quest of the Avatar, but I did read a walkthrough about a year ago, and no, I don't think so. You had to state the One True Axiom and some other stuff, but if there had been a supercomputer mentioned in the walkthrough, I doubt I would have forgotten because it would have stuck out like a sore thumb.</p><p></p><p>I think we're definitely thinking of different Ultimas, as I don't recall any of that stuff...</p><p></p><p>Luckily, there's an expert on such matters about. Argh, where's my material components? Need to cast <em>Summon Hong</em>...now, was that 2 parts mandrake, four parts spider silk...</p></blockquote><p></p>
[QUOTE="rounser, post: 1475663, member: 1106"] Not really what I meant...more that, the spell system is designed wholly and solely for adventuring purposes (those interesting FR spells that weren't, in fact, intended for adventurers, occasionally popping up in the sourcebooks, didn't make it into the new edition). What I meant was, trying to logically apply the effect of this specifically aimed hero magic on general society is almost guaranteed to be a recipe for trouble, and best ignored unless you want to see the entire tapestry unravel before your eyes. It seems that struggling with the implications of [i]Create Water[/i] and [i]Earthquake[/i] and giants and flying monsters on castles and sieges, [i]Cure Disease[/i] and lay on hands on plagues, [i]Plant Growth[/i], [i]Decanters of Endless Water[/i], that magic item that makes gruel and [i]Control Weather[/i] on droughts and famines etc. has been a thorn in the side of the game's verisimilitude since early days. There are no reasons why wizards, clerics and druids wouldn't turn society upside down with change if the the implications of their capabilities were explored fully. You could forget about even a semblance of medieval atmosphere, because it would be bulldozed instantly by every house having permanent magical lighting...and that's just one spell. To go some of the way down this path and ignore the rest is a Faustian bargain; if X is there, compromising a swords & sorcery fantasy idiom because it's a "realistic" result of magic in society, then why aren't implications Y and Z also true? It's a one way street which looks on the surface like we're getting somewhere, but actually leads nowhere good, IMO... Agreed, although I distinguish "pulp fantasy" (e.g. Conan) from "pulpy pulp", i.e. pulp in a contemporary setting. Eberron has been purported to be the latter (see reply to next paragraph). I think it's from one of Keith Baker's posts on this board from the early days, where he was describing a dwarven detective with a battleaxe who was talking to a "dame". I'm pretty sure I didn't imagine it. Someone said this material was from the original setting submission, and had since been rescinded - that may be the rumour I'm helping spread. As I said, I'm pretty sure I didn't imagine it, although I've probably got at least one detail wrong. I never completed Quest of the Avatar, but I did read a walkthrough about a year ago, and no, I don't think so. You had to state the One True Axiom and some other stuff, but if there had been a supercomputer mentioned in the walkthrough, I doubt I would have forgotten because it would have stuck out like a sore thumb. I think we're definitely thinking of different Ultimas, as I don't recall any of that stuff... Luckily, there's an expert on such matters about. Argh, where's my material components? Need to cast [i]Summon Hong[/i]...now, was that 2 parts mandrake, four parts spider silk... [/QUOTE]
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