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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="coyote6" data-source="post: 712547" data-attributes="member: 1225"><p>That's what I've found. I don't think there is a rule system that is fun, interesting, playable, and -- if extrapolated from -- leads to a society that's at all recognizable (let alone fun, interesting, or playable). GURPS doesn't work, Hero obviously doesn't work (not out of the box, 'cause one megascale AE RKA will really mess up the development of civilization), Stormbringer doesn't work, etc. Most magic systems designed to support a particular setting seem (at least those that I've seen & recall) to be designed to support a low magic setting, and haven't been terribly interesting to me. </p><p></p><p>It's an interesting intellectual exercise, but I don't find world-building in and of itself sufficiently fun to justify all the time it takes up. I'd rather just boot the bloody door open, and smite the evil things inside (and collect their belongings after, of course). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>So I'd rather just handwave it. Fortunately, magic is a powerful handwave. Before the modern Western scientific worldview, most cultures ascribed personalities to natural forces. So I'm content with the idea that Magic Is Not An Alternate Physics -- the rules do change, sometimes capriciously, and occasionally with extreme prejudice. So attempts to industrialize magic ultimately fail. And that's why every city/nation/socio-political unit doesn't have <em>gizmos of curing diseases, purifying water, supplying basic human needs, and making folks feel good</em>. </p><p></p><p>I suppose a game system that reflected that could be fun and interesting, but it might be awful hard on the spellcasters, having things go crazy at random intervals (rather than dramatically appropriate points).</p></blockquote><p></p>
[QUOTE="coyote6, post: 712547, member: 1225"] That's what I've found. I don't think there is a rule system that is fun, interesting, playable, and -- if extrapolated from -- leads to a society that's at all recognizable (let alone fun, interesting, or playable). GURPS doesn't work, Hero obviously doesn't work (not out of the box, 'cause one megascale AE RKA will really mess up the development of civilization), Stormbringer doesn't work, etc. Most magic systems designed to support a particular setting seem (at least those that I've seen & recall) to be designed to support a low magic setting, and haven't been terribly interesting to me. It's an interesting intellectual exercise, but I don't find world-building in and of itself sufficiently fun to justify all the time it takes up. I'd rather just boot the bloody door open, and smite the evil things inside (and collect their belongings after, of course). ;) So I'd rather just handwave it. Fortunately, magic is a powerful handwave. Before the modern Western scientific worldview, most cultures ascribed personalities to natural forces. So I'm content with the idea that Magic Is Not An Alternate Physics -- the rules do change, sometimes capriciously, and occasionally with extreme prejudice. So attempts to industrialize magic ultimately fail. And that's why every city/nation/socio-political unit doesn't have [i]gizmos of curing diseases, purifying water, supplying basic human needs, and making folks feel good[/i]. I suppose a game system that reflected that could be fun and interesting, but it might be awful hard on the spellcasters, having things go crazy at random intervals (rather than dramatically appropriate points). [/QUOTE]
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