Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Enchanted Castles!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="SHARK" data-source="post: 71401" data-attributes="member: 1131"><p><strong>Dragonblade, Give Me A Call Friend!</strong></p><p></p><p>Greetings!</p><p></p><p>Yes, quite right. TSR didn't pick up on the implications very well. Having played Rolemaster for ten years, they produced a Castle Book that had extensive lists of spells for attacking and fortifying castles and fortifications. In addition, there was some serious discussion provided for *HOW* to go about thinking of the implications of magic throughout the campaign. D&D doesn't--and hasn't--ever really gotten into it. I don't know why, really.</p><p></p><p>Now, unless one is purposely running a gritty, *Low Fantasy* campaign, and keeping a tight reign on it at that, as Castellan and myself mentioned, there's going to be some serious effects even from relatively low-level magic.</p><p></p><p>However, if one reads the manuals carefully, it becomes apparent that the *default* environment is substantially higher than what one might consider to be *Low Fantasy* With this in mind, the implications become fantastic. Even if there are only a few wizards around. For example,</p><p></p><p>As a player, my friends and I have always been very intelligent, resourceful, and opportunistic. We have also worked as a team, with high esprit de corps. Now, even as a DM, I assume various NPC's may behave this way as well. The players aren't the only people to come up with ideas, have teamwork, loyalty, and so on. And furthermore, yeah, while there is plenty of real-world history of blood, death, and betrayal--there is also plenty of inspiration for what a few--or even a large group of people, united, loyal, and committed to each other can accomplish. Literally, kingdoms can rise and fall on such.</p><p></p><p>With these thoughts as a sort of introduction, consider this:</p><p></p><p>Forget comfortable stereotypes and *normalities* If your group has two or three wizards, let's suppose they recruit six-twelve wizard cohorts or apprentices. Suppose they pour their life out in great zeal and loyalty to make a glorious dream come true--that of a majestic, well supplied, enchanted Mages Guild, where dozens of wizards are turned out every month! Not that such training only takes a *month*--but that the classes are callibrated so as to be graduating at approximately regular intervals. This Guild, or Wizards Order, would have extensive research facilities and resources, as well as a passionate loyalty to each other, and the king. </p><p></p><p>Though I'm recalling some thought from a thread from long ago, imagine such a powerful, wealthy kingdom, say with the wealth of ancient Rome or glorious Egypt. Imagine then, what such a wealthy and well organized Wizards Order might be able to accomplish. Now remember, this can be in a human kingdom as well. No need for the longer-lived races to have all the glory! Humans can learn, and strive to pass on the secrets of their father's father, and their father's father before that, to the next generation. There would be a great deal of honour and pride in carrying on the traditions of say, a 500 year old, or 1000 year old Wizard's Order. Now, in chewing on this, don't always *assume* the worst. On occasion, unity and loyalty would be maintained. Allow for something plausible,--reasonable, actually,--but different, to develop. This ancient Wizard's Order would build upon the lessons and the knowledge learned from generation to generation--year after year. Imagine a great project--say the wizards in one generation decided to build a network of enchanted communication towers throughout the realm. One generation after another could carry on the project to see it to its completion. Or another project--let's say a network of enchanted castles spread throughout the most important areas of the empire. The wizards would faithfully carry on, even adding in improvements from new generations, as well as making up-grades to fortresses already established. Point being, even in human realms, providing a fairly stable system of government, a Wizard's Order could, over time, help build a magnificent kingdom that would be a marvel of the region. Let your imagination run wild! It could be done.</p><p></p><p>True, not every realm would be as such. But there would be more than one, and there could reasonably be expected to be several. In different regions perhaps, but none the less, other strong, unified kingdoms in neighboring areas would quickly catch on, so there would be plenty of room for variety, and different *normal* kingdoms, and the occasional *highly magical* kingdom. The residual effects of compounded magical abilities, combined with stable government, and steady wealth, would produce a distinctly different world than the seemingly typical one we find, and often are jaded and bored with.</p><p></p><p>Think about how magic would effect food supplies, water supplies, sanitation, animals, warfare, communications, travel, and so on. Each one, over time, at least in some kingdoms, could see advances and fantastic developments made. Several different magical kingdoms might even have different traditions, or specialties, whether due to resources, or talents. Then, if not outright enemies, or friends, they may at least have a fairly well-developed tradition of magical duels, tournaments, or other, perhaps even academic and magical competitions. These could add flavor and distinction to your campaign. </p><p></p><p>Give some thought to how these changes would effect the social fabric of society, as well as the economic model, and people's thoughts about life, death, entertainment, and work. Even the common peasant's life and attitudes might be very different if he has a horse that regenerates common wounds; Crops that yield 25% more yield; Water or fruits that strengthen resistance to diseases; A tempature-controlled house; Perhaps the peasants might have access to special ale or apple cider that increases their strength and speed, temporarily, so that they accomplish more, in less time. </p><p></p><p>These peasants now would have more time on their hands. The peasants could use that time to make more money/create more resources, and or use some of that time in the pursuit of more leisure activities. This growing, widespread condition would create new markets and business opportunities, as well as new *taxation* opportunities for the crown, as well as changing the social dynamics of society. More of a night-life might be created, which in turn could influence other developments coming into being.</p><p></p><p>I'm sorry if I have gotten perhaps *too technical* in my discussion. I know it's a *game*--and not some "adventures in social and economic development"--but I hope you see what I'm saying. I think there are some very real opportunities that exist within the framework of the game, that can be used for more fun, and more interesting games for everyone.</p><p></p><p>What do you think?</p><p></p><p>Semper Fidelis,</p><p></p><p>SHARK</p></blockquote><p></p>
[QUOTE="SHARK, post: 71401, member: 1131"] [b]Dragonblade, Give Me A Call Friend![/b] Greetings! Yes, quite right. TSR didn't pick up on the implications very well. Having played Rolemaster for ten years, they produced a Castle Book that had extensive lists of spells for attacking and fortifying castles and fortifications. In addition, there was some serious discussion provided for *HOW* to go about thinking of the implications of magic throughout the campaign. D&D doesn't--and hasn't--ever really gotten into it. I don't know why, really. Now, unless one is purposely running a gritty, *Low Fantasy* campaign, and keeping a tight reign on it at that, as Castellan and myself mentioned, there's going to be some serious effects even from relatively low-level magic. However, if one reads the manuals carefully, it becomes apparent that the *default* environment is substantially higher than what one might consider to be *Low Fantasy* With this in mind, the implications become fantastic. Even if there are only a few wizards around. For example, As a player, my friends and I have always been very intelligent, resourceful, and opportunistic. We have also worked as a team, with high esprit de corps. Now, even as a DM, I assume various NPC's may behave this way as well. The players aren't the only people to come up with ideas, have teamwork, loyalty, and so on. And furthermore, yeah, while there is plenty of real-world history of blood, death, and betrayal--there is also plenty of inspiration for what a few--or even a large group of people, united, loyal, and committed to each other can accomplish. Literally, kingdoms can rise and fall on such. With these thoughts as a sort of introduction, consider this: Forget comfortable stereotypes and *normalities* If your group has two or three wizards, let's suppose they recruit six-twelve wizard cohorts or apprentices. Suppose they pour their life out in great zeal and loyalty to make a glorious dream come true--that of a majestic, well supplied, enchanted Mages Guild, where dozens of wizards are turned out every month! Not that such training only takes a *month*--but that the classes are callibrated so as to be graduating at approximately regular intervals. This Guild, or Wizards Order, would have extensive research facilities and resources, as well as a passionate loyalty to each other, and the king. Though I'm recalling some thought from a thread from long ago, imagine such a powerful, wealthy kingdom, say with the wealth of ancient Rome or glorious Egypt. Imagine then, what such a wealthy and well organized Wizards Order might be able to accomplish. Now remember, this can be in a human kingdom as well. No need for the longer-lived races to have all the glory! Humans can learn, and strive to pass on the secrets of their father's father, and their father's father before that, to the next generation. There would be a great deal of honour and pride in carrying on the traditions of say, a 500 year old, or 1000 year old Wizard's Order. Now, in chewing on this, don't always *assume* the worst. On occasion, unity and loyalty would be maintained. Allow for something plausible,--reasonable, actually,--but different, to develop. This ancient Wizard's Order would build upon the lessons and the knowledge learned from generation to generation--year after year. Imagine a great project--say the wizards in one generation decided to build a network of enchanted communication towers throughout the realm. One generation after another could carry on the project to see it to its completion. Or another project--let's say a network of enchanted castles spread throughout the most important areas of the empire. The wizards would faithfully carry on, even adding in improvements from new generations, as well as making up-grades to fortresses already established. Point being, even in human realms, providing a fairly stable system of government, a Wizard's Order could, over time, help build a magnificent kingdom that would be a marvel of the region. Let your imagination run wild! It could be done. True, not every realm would be as such. But there would be more than one, and there could reasonably be expected to be several. In different regions perhaps, but none the less, other strong, unified kingdoms in neighboring areas would quickly catch on, so there would be plenty of room for variety, and different *normal* kingdoms, and the occasional *highly magical* kingdom. The residual effects of compounded magical abilities, combined with stable government, and steady wealth, would produce a distinctly different world than the seemingly typical one we find, and often are jaded and bored with. Think about how magic would effect food supplies, water supplies, sanitation, animals, warfare, communications, travel, and so on. Each one, over time, at least in some kingdoms, could see advances and fantastic developments made. Several different magical kingdoms might even have different traditions, or specialties, whether due to resources, or talents. Then, if not outright enemies, or friends, they may at least have a fairly well-developed tradition of magical duels, tournaments, or other, perhaps even academic and magical competitions. These could add flavor and distinction to your campaign. Give some thought to how these changes would effect the social fabric of society, as well as the economic model, and people's thoughts about life, death, entertainment, and work. Even the common peasant's life and attitudes might be very different if he has a horse that regenerates common wounds; Crops that yield 25% more yield; Water or fruits that strengthen resistance to diseases; A tempature-controlled house; Perhaps the peasants might have access to special ale or apple cider that increases their strength and speed, temporarily, so that they accomplish more, in less time. These peasants now would have more time on their hands. The peasants could use that time to make more money/create more resources, and or use some of that time in the pursuit of more leisure activities. This growing, widespread condition would create new markets and business opportunities, as well as new *taxation* opportunities for the crown, as well as changing the social dynamics of society. More of a night-life might be created, which in turn could influence other developments coming into being. I'm sorry if I have gotten perhaps *too technical* in my discussion. I know it's a *game*--and not some "adventures in social and economic development"--but I hope you see what I'm saying. I think there are some very real opportunities that exist within the framework of the game, that can be used for more fun, and more interesting games for everyone. What do you think? Semper Fidelis, SHARK [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Enchanted Castles!
Top