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<blockquote data-quote="reanjr" data-source="post: 1651997" data-attributes="member: 20740"><p>I'm not sure "real" is the right word. "logical" or "organic" might be better.</p><p></p><p></p><p></p><p>Well, there is no such thing as a comparable era in most of my campaigns (there's no direct association between cultures on Earth and in campaign like there is in FR for instance). While I don't actually specify a population for an area usually, the places are filled appropriately as to population density, etc.</p><p></p><p></p><p></p><p>To a certain extent. I've had areas that hadn't yet implemented the stirrup. I've had a culture that kept compound bows a secret. Things like that. Magically, I've never used magic as a daily thing, and so it rarely has campaign wide effects on technology.</p><p></p><p></p><p></p><p>No. While I give brief thought to the concept, the road systems basically match what is necessary for adventure. Trade is thought out as to which areas trade with which, but not the exact route they take to get there.</p><p></p><p></p><p></p><p>I don't really know how to answer this one. I generally have mostly feudal societies, with the occasional communist or democracy location. I guess it's not perfectly aligned with the real world, but also not too inplausible either.</p><p></p><p></p><p></p><p>I doubt it. While I try, I never had too much interest in (and therefore never learned anything about) geology and things like that. I do my best, but don't fret over it (rivers travel to lower elevations, etc.)</p><p></p><p></p><p></p><p>Yes. I've had some heated arguments about technologies that should be available, especially. But I've also had players boggled at a low population on a planet that I had to explain away by retrospectively making it only recently terraformed (and therefore most areas inhospitable). They tried to plan military tactics based on an implicit understanding of what should be possible manpower-wise. Occasionally players will make too simple an assessment on a town if it's trade has been presented poorly or has not been planned out. (they'll assume since everytime they see trade going out it's fish that poisoning the water would immediately cause the town to become eradicated, for instance).</p><p></p><p>So, yeah I've had some problems before. But mostly, it's not a realy problem that crops up as much as it is a problem that seeps into the campaign causing the players to turn to metagaming and thinking about the world as a fictional place, because it seems like it.</p></blockquote><p></p>
[QUOTE="reanjr, post: 1651997, member: 20740"] I'm not sure "real" is the right word. "logical" or "organic" might be better. Well, there is no such thing as a comparable era in most of my campaigns (there's no direct association between cultures on Earth and in campaign like there is in FR for instance). While I don't actually specify a population for an area usually, the places are filled appropriately as to population density, etc. To a certain extent. I've had areas that hadn't yet implemented the stirrup. I've had a culture that kept compound bows a secret. Things like that. Magically, I've never used magic as a daily thing, and so it rarely has campaign wide effects on technology. No. While I give brief thought to the concept, the road systems basically match what is necessary for adventure. Trade is thought out as to which areas trade with which, but not the exact route they take to get there. I don't really know how to answer this one. I generally have mostly feudal societies, with the occasional communist or democracy location. I guess it's not perfectly aligned with the real world, but also not too inplausible either. I doubt it. While I try, I never had too much interest in (and therefore never learned anything about) geology and things like that. I do my best, but don't fret over it (rivers travel to lower elevations, etc.) Yes. I've had some heated arguments about technologies that should be available, especially. But I've also had players boggled at a low population on a planet that I had to explain away by retrospectively making it only recently terraformed (and therefore most areas inhospitable). They tried to plan military tactics based on an implicit understanding of what should be possible manpower-wise. Occasionally players will make too simple an assessment on a town if it's trade has been presented poorly or has not been planned out. (they'll assume since everytime they see trade going out it's fish that poisoning the water would immediately cause the town to become eradicated, for instance). So, yeah I've had some problems before. But mostly, it's not a realy problem that crops up as much as it is a problem that seeps into the campaign causing the players to turn to metagaming and thinking about the world as a fictional place, because it seems like it. [/QUOTE]
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