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<blockquote data-quote="Haltherrion" data-source="post: 5382354" data-attributes="member: 18253"><p>Ultimately, that is my only point although I would observe that many people would not be so happy with the aesthetic of the resulting change. IIRC I started this subthread off with something like "add gunpowder and castles go away." I will rephrase that to "add gunpowder and fortifications change dramatically".</p><p> </p><p>The difference being due to what one means by castle. In my original statement, I do admit I was using a short hand definition. You may consider subsequent fortifications castles but they aren't considered such in the literature I am familiar with. But I didn't define castle and I knew it at the time I made the post so my bad.</p><p> </p><p>I doubt most folks playing with gunpowder change their fortifications to match. Game settings require a certain suspension of disbelief. Even so, as a ref, I'm not willing to add gunpowder without changing fortifications and as a player, it might suffice for a light, short duration game but not something I'd be all that happy with in the long run. It would raise questions for me about the ref's ability to sustain a credible game. I'm sure I'm just picky that way.</p><p> </p><p></p><p> </p><p>Certainly a discussion for its own thread but if you think this thread was heated, such threads can get extremely heated <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=":)" /> I'd be up for such a discussion though but it would need to have someone (not it!) define the ground rules. It's a fascinating concept but since many people read it as an attack on how they implemented their game setting, it raises hackles.</p><p> </p><p>One way to frame it might be more of a 'what if exercise'. Not magic MUST change fortifications but instead given assumptions X,Y,Z, how would you see castles? The assumptions would need to define magic (perhaps with respect to a D&D edition) but also some demographics, specifically, what incidence of casters. The later can also be contentious since it combines raw rules items with societal elements.</p><p> </p><p>Would be very fun though.</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5382354, member: 18253"] Ultimately, that is my only point although I would observe that many people would not be so happy with the aesthetic of the resulting change. IIRC I started this subthread off with something like "add gunpowder and castles go away." I will rephrase that to "add gunpowder and fortifications change dramatically". The difference being due to what one means by castle. In my original statement, I do admit I was using a short hand definition. You may consider subsequent fortifications castles but they aren't considered such in the literature I am familiar with. But I didn't define castle and I knew it at the time I made the post so my bad. I doubt most folks playing with gunpowder change their fortifications to match. Game settings require a certain suspension of disbelief. Even so, as a ref, I'm not willing to add gunpowder without changing fortifications and as a player, it might suffice for a light, short duration game but not something I'd be all that happy with in the long run. It would raise questions for me about the ref's ability to sustain a credible game. I'm sure I'm just picky that way. Certainly a discussion for its own thread but if you think this thread was heated, such threads can get extremely heated :) I'd be up for such a discussion though but it would need to have someone (not it!) define the ground rules. It's a fascinating concept but since many people read it as an attack on how they implemented their game setting, it raises hackles. One way to frame it might be more of a 'what if exercise'. Not magic MUST change fortifications but instead given assumptions X,Y,Z, how would you see castles? The assumptions would need to define magic (perhaps with respect to a D&D edition) but also some demographics, specifically, what incidence of casters. The later can also be contentious since it combines raw rules items with societal elements. Would be very fun though. [/QUOTE]
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