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General Tabletop Discussion
*Pathfinder & Starfinder
Fixing the DMG Demographics
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<blockquote data-quote="GuardianLurker" data-source="post: 746982" data-attributes="member: 786"><p>I agree with you about the final version.</p><p></p><p>I just want to start with the most useful stuff, i.e. the "typical campaign", first.</p><p></p><p>To provide a little focus, I see four main periods</p><ul> <li data-xf-list-type="ul">Primitive - i.e. paleolithical. No wide-scale effective magic, almost purely historical</li> <li data-xf-list-type="ul">Ancient - bronze, iron, and "ancient" ages. Highly varied magic distribution, very close to historical.</li> <li data-xf-list-type="ul">Early pre-industrial - dark ages, medieval. Roughly uniform magic distribution, but low-scale. Small, but noticeable divergence from historical</li> <li data-xf-list-type="ul">Middle pre-industrial - renaissance. Magic wide-spread and effective. Noticeable divergence from historical. </li> <li data-xf-list-type="ul">Late pre-industrial - enlightenment. Magic wide-spread, uniform, and optimized. Based on historical.</li> <li data-xf-list-type="ul">Industrial - late 18th to early 20th (pre-auto). Purely fictional.</li> </ul><p></p><p>And the following subsistence styles: <ul> <li data-xf-list-type="ul">Agricultural</li> <li data-xf-list-type="ul">Fishing</li> <li data-xf-list-type="ul">Nomadic</li> <li data-xf-list-type="ul">Semi-nomadic</li> </ul><p></p><p>While I agree that terrain is an influence, for our purposes, and simplicity, I think we can probably ignore it. At worst, it applies a modifier to the subsistence styles.</p><p></p><p>I'd suggest that we first focus our efforts on the middle pre-industrial, agricultural case, and branch from there. Solely as a starting point.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 746982, member: 786"] I agree with you about the final version. I just want to start with the most useful stuff, i.e. the "typical campaign", first. To provide a little focus, I see four main periods [list] [*]Primitive - i.e. paleolithical. No wide-scale effective magic, almost purely historical [*]Ancient - bronze, iron, and "ancient" ages. Highly varied magic distribution, very close to historical. [*]Early pre-industrial - dark ages, medieval. Roughly uniform magic distribution, but low-scale. Small, but noticeable divergence from historical [*]Middle pre-industrial - renaissance. Magic wide-spread and effective. Noticeable divergence from historical. [*]Late pre-industrial - enlightenment. Magic wide-spread, uniform, and optimized. Based on historical. [*]Industrial - late 18th to early 20th (pre-auto). Purely fictional. [/list] And the following subsistence styles:[list] [*]Agricultural [*]Fishing [*]Nomadic [*]Semi-nomadic [/list] While I agree that terrain is an influence, for our purposes, and simplicity, I think we can probably ignore it. At worst, it applies a modifier to the subsistence styles. I'd suggest that we first focus our efforts on the middle pre-industrial, agricultural case, and branch from there. Solely as a starting point. [/QUOTE]
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Fixing the DMG Demographics
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