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How on Earth do you have a tightly controlled D&D world with normal magic (Long)
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<blockquote data-quote="Henry" data-source="post: 708462" data-attributes="member: 158"><p>Surprisingly enough, the Forgotten Realms Campaign Setting answers these suppositions quite well. Or, I should say, the characteristic that makes so many people take FR to task.</p><p></p><p>You know the old saw about how there is a 10th level fighter or wizard as mayor in ever little town in Faerun? In a society where true power is gained by experience, those who inherit their lands, positions, and titles will have little to no place. Without a sufficient combined guard force of offense, artillery, and defense (fighters, wizards, and clerics) small towns will be easily run over by larger dangers.</p><p></p><p>Furthermore, the answers given by a commune or divination will not necessarily be always "yes" or "no", especially for such complex questions as "what system of government shal we use?" More likely, a cryptic answer will be the norm. Ask Tymora in the FR whether feodality will bring the flock closer, and you may get an answer such as "that way which imposes the value of luck above all shall make the people free." Does this mean Tymora favors anarchy? A democracy? A system of drawn lots to determine who is king this year? Obviously, you don't go to the goddess of Luck for the info on who rules this year.</p><p></p><p>In summary, using the default game assumptions, the heads of power for a D&D world will have likely gained that power through accomplishment as much as through divine right, or political skill. If they did get it through divine right, very likely they are able to strike you dead through a word from their god if you challenge their right to rule anyway. <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=":)" /></p></blockquote><p></p>
[QUOTE="Henry, post: 708462, member: 158"] Surprisingly enough, the Forgotten Realms Campaign Setting answers these suppositions quite well. Or, I should say, the characteristic that makes so many people take FR to task. You know the old saw about how there is a 10th level fighter or wizard as mayor in ever little town in Faerun? In a society where true power is gained by experience, those who inherit their lands, positions, and titles will have little to no place. Without a sufficient combined guard force of offense, artillery, and defense (fighters, wizards, and clerics) small towns will be easily run over by larger dangers. Furthermore, the answers given by a commune or divination will not necessarily be always "yes" or "no", especially for such complex questions as "what system of government shal we use?" More likely, a cryptic answer will be the norm. Ask Tymora in the FR whether feodality will bring the flock closer, and you may get an answer such as "that way which imposes the value of luck above all shall make the people free." Does this mean Tymora favors anarchy? A democracy? A system of drawn lots to determine who is king this year? Obviously, you don't go to the goddess of Luck for the info on who rules this year. In summary, using the default game assumptions, the heads of power for a D&D world will have likely gained that power through accomplishment as much as through divine right, or political skill. If they did get it through divine right, very likely they are able to strike you dead through a word from their god if you challenge their right to rule anyway. :) [/QUOTE]
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