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How Close To "Real" Is Your World?
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<blockquote data-quote="Galethorn" data-source="post: 2220628" data-attributes="member: 7888"><p>I voted for 'Mostly Real'</p><p></p><p>Generally speaking, everything in my world works just the way it would if real 'earthican' people were in the same situation. To be fair, however, that situation is one in which magic is rare, dangerous to the user, and unreliable...which makes things a lot easier; instead of having a completely unfamiliar (and probably unpleasantly weird) type of society and underlying culture (as would be the case if you <em>really</em> took magic into account realistically), I have a setting that's 1. Inherently familiar to the players, and 2. Internally consistent.</p><p></p><p>Personally, I don't think you really <em>can</em> have both Familiarity and Interal Consistency if your setting has by-the-book magic, but you can certainly have one or the other and have plenty of fun with it.</p><p></p><p>Anyway, back to my setting...</p><p>Standard 'earthican' physics and astronomical setup (though, beyond the planet-moon-sun system, it doesn't really matter what's out there)</p><p></p><p>Realistic-for-conditions cultures and societies (the Big Guys are agrarian feudal monarchies, the smaller ones are advanced chiefdoms, etc.)</p><p></p><p>Only dragons (which are incredibly rare) and semi-deific beings (also very rare) have innate abilities that defy physics, biology, or whatever</p><p></p><p>Spellcasters are opening a hole between paralell universes, using 'understanding' (wis-based casters), very specific calculations (int-based casters), or innate connection to that other universe (cha-based casters), for a variety of effects. This is physically taxing on the caster, and (basically) drains them of metabolic energy...meaning they have to eat a lot to recover from casting a lot, or else become weak, tired, and frail.</p></blockquote><p></p>
[QUOTE="Galethorn, post: 2220628, member: 7888"] I voted for 'Mostly Real' Generally speaking, everything in my world works just the way it would if real 'earthican' people were in the same situation. To be fair, however, that situation is one in which magic is rare, dangerous to the user, and unreliable...which makes things a lot easier; instead of having a completely unfamiliar (and probably unpleasantly weird) type of society and underlying culture (as would be the case if you [i]really[/i] took magic into account realistically), I have a setting that's 1. Inherently familiar to the players, and 2. Internally consistent. Personally, I don't think you really [i]can[/i] have both Familiarity and Interal Consistency if your setting has by-the-book magic, but you can certainly have one or the other and have plenty of fun with it. Anyway, back to my setting... Standard 'earthican' physics and astronomical setup (though, beyond the planet-moon-sun system, it doesn't really matter what's out there) Realistic-for-conditions cultures and societies (the Big Guys are agrarian feudal monarchies, the smaller ones are advanced chiefdoms, etc.) Only dragons (which are incredibly rare) and semi-deific beings (also very rare) have innate abilities that defy physics, biology, or whatever Spellcasters are opening a hole between paralell universes, using 'understanding' (wis-based casters), very specific calculations (int-based casters), or innate connection to that other universe (cha-based casters), for a variety of effects. This is physically taxing on the caster, and (basically) drains them of metabolic energy...meaning they have to eat a lot to recover from casting a lot, or else become weak, tired, and frail. [/QUOTE]
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