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General Tabletop Discussion
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Has anyone tried to explain the ahistorical features of the standard fantasy setting in-universe?
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<blockquote data-quote="Blue Orange" data-source="post: 9137311" data-attributes="member: 7025997"><p>I was looking through GURPS' Dungeon Fantasy (which is basically 'play D&D with GURPS rules'), and this bit struck me:</p><p></p><p>"Consequently, it has some unusual conventions, including a quasi-medieval setting full of modern social developments such as sexual equality, sprawling metropolises, and a cash economy; a technological mix whose only rules seem to be “preindustrial” and “no gunpowder”; casual acceptance of magic and holy miracles; trade guilds for thieves, wizards, and even assassins; and a culture that recognizes “adventurer” as a career choice."</p><p></p><p>Now of course you don't <em><strong>have</strong></em> to explain it; a lot of people just want to have fun playing, and you don't want to annoy or offend players! But has anyone with a flair for worldbuilding tried to come up with reasons for all this <em>as part of the history of your world</em>? The deities set it that way at the start? (Probably the easiest way.) Feminist movement 500 years ago that's long since triumphed and nobody holds stereotypes anymore?</p><p></p><p>As for the cities... <em>Cure disease</em> allows higher population densities? (A center of commerce like Waterdeep could easily have any ancestry, human or otherwise, a player wants to play.)</p><p></p><p>Guilds for wizards seem pretty logical if wizards are a thing, but how does the thieves' guild get along with the town guard? Tolerated because they keep worse thieves in line? Pay taxes so the watch turns a blind eye?</p></blockquote><p></p>
[QUOTE="Blue Orange, post: 9137311, member: 7025997"] I was looking through GURPS' Dungeon Fantasy (which is basically 'play D&D with GURPS rules'), and this bit struck me: "Consequently, it has some unusual conventions, including a quasi-medieval setting full of modern social developments such as sexual equality, sprawling metropolises, and a cash economy; a technological mix whose only rules seem to be “preindustrial” and “no gunpowder”; casual acceptance of magic and holy miracles; trade guilds for thieves, wizards, and even assassins; and a culture that recognizes “adventurer” as a career choice." Now of course you don't [I][B]have[/B][/I] to explain it; a lot of people just want to have fun playing, and you don't want to annoy or offend players! But has anyone with a flair for worldbuilding tried to come up with reasons for all this [I]as part of the history of your world[/I]? The deities set it that way at the start? (Probably the easiest way.) Feminist movement 500 years ago that's long since triumphed and nobody holds stereotypes anymore? As for the cities... [I]Cure disease[/I] allows higher population densities? (A center of commerce like Waterdeep could easily have any ancestry, human or otherwise, a player wants to play.) Guilds for wizards seem pretty logical if wizards are a thing, but how does the thieves' guild get along with the town guard? Tolerated because they keep worse thieves in line? Pay taxes so the watch turns a blind eye? [/QUOTE]
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Has anyone tried to explain the ahistorical features of the standard fantasy setting in-universe?
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