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How real is your fantasy?
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<blockquote data-quote="BiggusGeekus" data-source="post: 1652128" data-attributes="member: 1014"><p><em>Does the population in your fantasy world reflect Real World populations of a comparable era?</em></p><p></p><p>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.</p><p></p><p><em>Does the technology (magical or scientific) match Real World methods and discovery?</em></p><p></p><p>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". </p><p></p><p><em>Do road systems, trade routes, shipping lanes, etc. match Real World logistics?</em></p><p></p><p>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).</p><p></p><p><em>Do political systems and political borders match Real World equivalents?</em></p><p></p><p>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.</p><p></p><p><em>Does the geographic features of your world match Real World geographic features?</em></p><p></p><p>The geology was designed by a guy with a PhD in geophyics. I assume he got it right.</p><p></p><p><em>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?</em></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 1652128, member: 1014"] [i]Does the population in your fantasy world reflect Real World populations of a comparable era?[/i] 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. [i]Does the technology (magical or scientific) match Real World methods and discovery?[/i] 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". [i]Do road systems, trade routes, shipping lanes, etc. match Real World logistics?[/i] 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). [i]Do political systems and political borders match Real World equivalents?[/i] 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. [i]Does the geographic features of your world match Real World geographic features?[/i] The geology was designed by a guy with a PhD in geophyics. I assume he got it right. [i]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?[/i] 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. [/QUOTE]
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