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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Fantasy world maps and real world geology
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="Raven Crowking" data-source="post: 3573674" data-attributes="member: 18280"><p>Newtonian physics supplies a model that is <em>close enough</em>, and is useful in its own right. The same with Relativity and QM. All three systems cannot be true, but there might be a potential model that successfully explains the observations that led to all three being formulated.</p><p></p><p>Similarly, while both magic and selected portions of modern physics (those not done away with by game rules) seem to work within the game environment, that doesn't mean that either theory is actually correct within that universe.</p><p></p><p>Observations can be factual. Insofar as our observations match the predictions of our model, our model can be said to be a good predictive tool. Other than this, we have no way to determine how factual <em>any</em> model is from within the confines of the system being modelled.</p><p></p><p></p><p></p><p>Routine observations that violate the predictions of a model are contraindicative of that model's accuracy. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>This doesn't preclude <em>elements</em> of that model from being useful when creating a new model, but it certainly means that your model isn't applicable as-is.</p><p></p><p></p><p></p><p>The terms "magical" is used in more than one way in the RAW. For example, does <em>detect magic</em> detect a magical beast? If not, the D&D universe clearly has "magic" that is not "magical" in nature....certainly a question for the game world philosophers! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p></p><p>Why is this a problem?</p><p></p><p>If we assume that the players can know that water flows downhill, air is thinner atop a mountain, and you can make a fire with wood, what difference does it make whether or not the world works using a physics different than our own? Especially since, as opposed to the real world, there is a set of books that can tell you <em>what model is correct</em>, which we certainly don't have.</p><p></p><p>The RAW uses a different set of physical rules for the purpose of playability. It makes the changes in rules explicit in many cases. Thereafter, how the DM frames the world determines the remaining laws. In any event, the players know more about the physics of the world than 90% of its inhabitants......in many cases, more about D&D physics than about their real life counterpart.</p><p></p><p>When Spelljammer appeared in 2nd Edition, alternate rules appeared for all sorts of physical problems, including gravity, atmosphere, and the presence/qualities of celestial bodies. These rules were based off of older theories about the universe, and were determined by taking what occurs in D&D already and playing "what if?". Gravity planes not only meant that ships in space have gravity, they were invoked to explain flying dragons and hollow worlds. The darkness of the night sky was really a crystal sphere, and those glittering lights might be billions of lanterns or holes to the phlogiston.</p><p></p><p>I take it you were not a fan. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p></p><p></p><p>The same as any other inhabitant of the world? Except that you can check the rulebooks, which the NPCs presumably cannot do?</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3573674, member: 18280"] Newtonian physics supplies a model that is [i]close enough[/i], and is useful in its own right. The same with Relativity and QM. All three systems cannot be true, but there might be a potential model that successfully explains the observations that led to all three being formulated. Similarly, while both magic and selected portions of modern physics (those not done away with by game rules) seem to work within the game environment, that doesn't mean that either theory is actually correct within that universe. Observations can be factual. Insofar as our observations match the predictions of our model, our model can be said to be a good predictive tool. Other than this, we have no way to determine how factual [i]any[/i] model is from within the confines of the system being modelled. Routine observations that violate the predictions of a model are contraindicative of that model's accuracy. :lol: This doesn't preclude [i]elements[/i] of that model from being useful when creating a new model, but it certainly means that your model isn't applicable as-is. The terms "magical" is used in more than one way in the RAW. For example, does [i]detect magic[/i] detect a magical beast? If not, the D&D universe clearly has "magic" that is not "magical" in nature....certainly a question for the game world philosophers! :) Why is this a problem? If we assume that the players can know that water flows downhill, air is thinner atop a mountain, and you can make a fire with wood, what difference does it make whether or not the world works using a physics different than our own? Especially since, as opposed to the real world, there is a set of books that can tell you [i]what model is correct[/i], which we certainly don't have. The RAW uses a different set of physical rules for the purpose of playability. It makes the changes in rules explicit in many cases. Thereafter, how the DM frames the world determines the remaining laws. In any event, the players know more about the physics of the world than 90% of its inhabitants......in many cases, more about D&D physics than about their real life counterpart. When Spelljammer appeared in 2nd Edition, alternate rules appeared for all sorts of physical problems, including gravity, atmosphere, and the presence/qualities of celestial bodies. These rules were based off of older theories about the universe, and were determined by taking what occurs in D&D already and playing "what if?". Gravity planes not only meant that ships in space have gravity, they were invoked to explain flying dragons and hollow worlds. The darkness of the night sky was really a crystal sphere, and those glittering lights might be billions of lanterns or holes to the phlogiston. I take it you were not a fan. :lol: The same as any other inhabitant of the world? Except that you can check the rulebooks, which the NPCs presumably cannot do? RC [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Fantasy world maps and real world geology
Top