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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="lynnfredricks" data-source="post: 9137425" data-attributes="member: 91695"><p>I usually don't, as either the game worlds I create don't work that way or, if I am running a campaign in a commercially available world (like Forgotten Realms), its just accepted as is.</p><p></p><p>For my own game worlds, I typically give it a little thought. Some modern standards in present western societies are far easier to work with as 'generic' systems.</p><p></p><p>One consideration with the high fantasy side of things is that, the economics of spell casting might mean cures aren't readily available. If your campaign is running on a silver or copper standard, casting a Revivify spell except for on the very wealthy might be out of the question. I am playing in a game right now that, because of the component costs of some spells, those spells just don't get used.</p></blockquote><p></p>
[QUOTE="lynnfredricks, post: 9137425, member: 91695"] I usually don't, as either the game worlds I create don't work that way or, if I am running a campaign in a commercially available world (like Forgotten Realms), its just accepted as is. For my own game worlds, I typically give it a little thought. Some modern standards in present western societies are far easier to work with as 'generic' systems. One consideration with the high fantasy side of things is that, the economics of spell casting might mean cures aren't readily available. If your campaign is running on a silver or copper standard, casting a Revivify spell except for on the very wealthy might be out of the question. I am playing in a game right now that, because of the component costs of some spells, those spells just don't get used. [/QUOTE]
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Has anyone tried to explain the ahistorical features of the standard fantasy setting in-universe?
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