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Embracing the D&Disms
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<blockquote data-quote="LostSoul" data-source="post: 1682970" data-attributes="member: 386"><p>Magic Items seem to be the biggest way to have magic items affect the world. An altar that casts True Ressurection one per day that's been around for ten generations would be quite a handy thing.</p><p></p><p>And if you want people to worship your God, you better be able to compete with this sort of thing.</p><p></p><p>You want to control the weather in your kingdom? Have a bunch of druids come up with magic items that control the weather in a small area. Call 'em Weather Poles or something. It might take a long time to do this, but what do you care - you're the Lich-King of Morgovia. Time bends to <em>your</em> will.</p><p></p><p>Whenever I think about D&D-isms in a world, I always see it eventually polarized into one of two states: a utopia or a dystopia. One where the Good Guys won and pretty much got rid of Evil, death, hunger, poverty, insanity, pettiness, etc. through magical means; or one where Evil kicked Good's pansy behind and ruled the world in Darkness. That's a pretty interesting campaign setting... I think if I were to publish something like that, I'd call it "Midnight".</p><p></p><p>(There is another option to Evil, and that's something that Barsoomcore came up with: paranoia rules the day. So after the great Lich-Wars, the Lich who ruled killed all the mages (and possibly wiped out all worship). Magic is once again rare!)</p><p></p><p>I think when you try to come up with a world with D&Disms, you have to decide how long those magical practices have been around. If Teleport was created by a Wizard only a generation ago (or lost at some point in ancient history), things would be different than if Teleport had been around for as long as people could remember.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 1682970, member: 386"] Magic Items seem to be the biggest way to have magic items affect the world. An altar that casts True Ressurection one per day that's been around for ten generations would be quite a handy thing. And if you want people to worship your God, you better be able to compete with this sort of thing. You want to control the weather in your kingdom? Have a bunch of druids come up with magic items that control the weather in a small area. Call 'em Weather Poles or something. It might take a long time to do this, but what do you care - you're the Lich-King of Morgovia. Time bends to [i]your[/i] will. Whenever I think about D&D-isms in a world, I always see it eventually polarized into one of two states: a utopia or a dystopia. One where the Good Guys won and pretty much got rid of Evil, death, hunger, poverty, insanity, pettiness, etc. through magical means; or one where Evil kicked Good's pansy behind and ruled the world in Darkness. That's a pretty interesting campaign setting... I think if I were to publish something like that, I'd call it "Midnight". (There is another option to Evil, and that's something that Barsoomcore came up with: paranoia rules the day. So after the great Lich-Wars, the Lich who ruled killed all the mages (and possibly wiped out all worship). Magic is once again rare!) I think when you try to come up with a world with D&Disms, you have to decide how long those magical practices have been around. If Teleport was created by a Wizard only a generation ago (or lost at some point in ancient history), things would be different than if Teleport had been around for as long as people could remember. [/QUOTE]
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