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How real is your fantasy?
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<blockquote data-quote="Orius" data-source="post: 1652408" data-attributes="member: 8863"><p>Who knows? </p><p></p><p>I don't have the most realistic world. I've got a flat world with three moons, so right off the bat it's not the same as the real world.</p><p></p><p>Really, on smaller scales it seems more realistic, it's only when you start looking at the world from a large scale perspective that you really notice the difference. For example, none of my players have ever learned the world is flat, as it never came up in a game.</p><p></p><p>I don't really pay much attention to population, as I stated over in Gez's thread about the same subject. My players don't seem to care much either.</p><p></p><p>Technology follows about the typical D&D late medieval level of tech. I'm playing a fairly standard game, after all. But I generally try to keep technology advancing at a steady pace, I find worlds where nothing happens and nothing is discovered over the course of a thousand years or so to be quite unrealistic and unbelievable. So in my world, the earliest firearms are in the process of being developed, but not quite available to the PCs yet.</p><p></p><p>Many major settlements exist on the water, lakes, rivers, etc, since major waterways are typically used for commerce. I connect the major cities together with roads where they aren't connected by river, and often, there are roads along the rivers as well. Along the roads I tend to plant towns and villages, since it makes sense for communities to spring up along roads if they're not on a major body of water somewhere. The only other place where communities tend to spring up is near valuable resources such as a mine.</p><p></p><p>I keep politics fairly simplified. I have a more or less simplified feudal system for some kindgoms, at the top is the king, followed buy dukes, counts, and barons at the bottom. Yeah, I know there were more layers to medieval society, but I don't feel the need to go that much in depth. </p><p></p><p>Borders tend to follow terrain like rivers and mountains, which is pretty much the same in the real world. </p><p></p><p>Geography isn't overly real. I don't cares if it makes a lot of geological sense, I tend to plop down mountain ranges wherever I want them. Hell, the world's overgod lives at the center of the map, atop the tallest mountain in the world. That mountain is at the center of a deep, stormy sea, and that sea is surrounded by a huge mountain range that forms a complete loop. Yeah, not much realism there.</p><p></p><p>However, I don't stuick jungles next to tundras and such. I have a seemingly realistic climate, it's just that the climate bands are set and maintained by the overgod. I have a gereral idea of where to stick arctic, tropical and temperate stuff, and which are are humid or arid.</p></blockquote><p></p>
[QUOTE="Orius, post: 1652408, member: 8863"] Who knows? I don't have the most realistic world. I've got a flat world with three moons, so right off the bat it's not the same as the real world. Really, on smaller scales it seems more realistic, it's only when you start looking at the world from a large scale perspective that you really notice the difference. For example, none of my players have ever learned the world is flat, as it never came up in a game. I don't really pay much attention to population, as I stated over in Gez's thread about the same subject. My players don't seem to care much either. Technology follows about the typical D&D late medieval level of tech. I'm playing a fairly standard game, after all. But I generally try to keep technology advancing at a steady pace, I find worlds where nothing happens and nothing is discovered over the course of a thousand years or so to be quite unrealistic and unbelievable. So in my world, the earliest firearms are in the process of being developed, but not quite available to the PCs yet. Many major settlements exist on the water, lakes, rivers, etc, since major waterways are typically used for commerce. I connect the major cities together with roads where they aren't connected by river, and often, there are roads along the rivers as well. Along the roads I tend to plant towns and villages, since it makes sense for communities to spring up along roads if they're not on a major body of water somewhere. The only other place where communities tend to spring up is near valuable resources such as a mine. I keep politics fairly simplified. I have a more or less simplified feudal system for some kindgoms, at the top is the king, followed buy dukes, counts, and barons at the bottom. Yeah, I know there were more layers to medieval society, but I don't feel the need to go that much in depth. Borders tend to follow terrain like rivers and mountains, which is pretty much the same in the real world. Geography isn't overly real. I don't cares if it makes a lot of geological sense, I tend to plop down mountain ranges wherever I want them. Hell, the world's overgod lives at the center of the map, atop the tallest mountain in the world. That mountain is at the center of a deep, stormy sea, and that sea is surrounded by a huge mountain range that forms a complete loop. Yeah, not much realism there. However, I don't stuick jungles next to tundras and such. I have a seemingly realistic climate, it's just that the climate bands are set and maintained by the overgod. I have a gereral idea of where to stick arctic, tropical and temperate stuff, and which are are humid or arid. [/QUOTE]
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