BiggusGeekus
That's Latin for "cool"
Does the population in your fantasy world reflect Real World populations of a comparable era?
Yes. My single complaint about the very excellent book "Magical Mideval Society: Western Europe" is that it didn't come out before I spent about six months making sure my populations were right. Buy this book ASAP.
Does the technology (magical or scientific) match Real World methods and discovery?
It attempts to, however magic is factored in. For example, muskets are seen as a fool's weapon. There are enough fire-based monsters and wizards who can touch off gunpowder from a distance that having a gunpowder-based wepon is my homebrew equvalent of "bringing a knife to a gunfight".
Do road systems, trade routes, shipping lanes, etc. match Real World logistics?
Yes. It's the reason why two of the nations exist (one should have been conquered but is too remote, the other is strategically placed and acts as a "middleman" for a lot of commerce).
Do political systems and political borders match Real World equivalents?
They're a little on the large side. This was meta-gaming. I knew my players weren't up for chugging through dozens of small nations and baronies, trying to figure out why they were different. So I fudged on this one.
Does the geographic features of your world match Real World geographic features?
The geology was designed by a guy with a PhD in geophyics. I assume he got it right.
Has your game ever stumbled during play because some social/economic/political/geographic aspect of the campaign world didn't properly match a Player's Real World understanding of it?
Never. An advantage of going through all the detail work is that it makes the suspension of disbelief very easy for the players and therefore minor slip-ups go unnoticed.
Yes. My single complaint about the very excellent book "Magical Mideval Society: Western Europe" is that it didn't come out before I spent about six months making sure my populations were right. Buy this book ASAP.
Does the technology (magical or scientific) match Real World methods and discovery?
It attempts to, however magic is factored in. For example, muskets are seen as a fool's weapon. There are enough fire-based monsters and wizards who can touch off gunpowder from a distance that having a gunpowder-based wepon is my homebrew equvalent of "bringing a knife to a gunfight".
Do road systems, trade routes, shipping lanes, etc. match Real World logistics?
Yes. It's the reason why two of the nations exist (one should have been conquered but is too remote, the other is strategically placed and acts as a "middleman" for a lot of commerce).
Do political systems and political borders match Real World equivalents?
They're a little on the large side. This was meta-gaming. I knew my players weren't up for chugging through dozens of small nations and baronies, trying to figure out why they were different. So I fudged on this one.
Does the geographic features of your world match Real World geographic features?
The geology was designed by a guy with a PhD in geophyics. I assume he got it right.
Has your game ever stumbled during play because some social/economic/political/geographic aspect of the campaign world didn't properly match a Player's Real World understanding of it?
Never. An advantage of going through all the detail work is that it makes the suspension of disbelief very easy for the players and therefore minor slip-ups go unnoticed.