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Is Magic a Setting Element or a Plot Device
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<blockquote data-quote="gamerprinter" data-source="post: 5693965" data-attributes="member: 50895"><p>Regarding 24 hour - 2 or 3 shifts of workers - it's difficult for me to not fixate on industrial revolution.</p><p> </p><p>In 15th century Europe, not a single day went by when there was not a state of war somewhere in Europe. Armorsmiths weren't small operations, rather there may have been as many as 15 different guilds each specializing in a different part of military armor - if Darkvision was an available capability, no doubt it might have been a boon to the armor industry. Still, this is not the normal situation. Most times in medieval and dark age history, armorsmiths were a master and an apprentice in a small shop and perhaps serving the king, as there weren't extensive needs for expensive armor production for the majority.</p><p> </p><p>If a Dwarven stronghold is gearing up for an immediate upcoming war with the Drow (or whoever), I could see teams of workers in steady 12 hour shifts manufacturing armor, weapons, siege machines, defensive architecture and other activities whether it took a week or 3 months, depending on how much time they had before the start of hostilities. I could see it happening.</p><p> </p><p>For most of the world, unless you're in a high fantasy, epic campaign where the world is in dire straits, and extreme measures are required to ready a nation or people for that event... most of the time a half dozen armorers might exist within a given kingdom - there is no need for a 24 hour shift for anything (or very little anyway - castle building?)</p><p> </p><p>Ancient Egypt were less concerned with public works projects than to build pyramids - tombs for the pharoahs. They had the wealth and the control, plus skilled workers to perform in concentrated labor needs.</p><p> </p><p>Most of a feudal emulating world has no needs for 24 hour shifts. Farming is labor intensive, but no matter how many field hands you work those fields - the crops aren't going to grow any faster. (Edit: now if you're doing plant growth on every corn plant, it's going in a direction I don't care for, almost an alien concept I can't even fit in my head...)</p><p> </p><p>There is no general need to work 24 hours unless it serves an industrial revolution requiring endless production to serve global needs. 24 hour work schedules = industrial revolution.</p><p> </p><p>I see a D&D world enhanced with awesome arcane solutions, but not something that should unduely alter the availability of goods and services, within an arcane feudal society - and because of the cost of arcane practice only the king (or other wealthy authority/trade leaders) can normally afford it. It shouldn't change the environment too extensively for the masses. It would help in times of war, catastrophe, or on provocative missions that require the attentions of adventurers - which fits the norm for D&D.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5693965, member: 50895"] Regarding 24 hour - 2 or 3 shifts of workers - it's difficult for me to not fixate on industrial revolution. In 15th century Europe, not a single day went by when there was not a state of war somewhere in Europe. Armorsmiths weren't small operations, rather there may have been as many as 15 different guilds each specializing in a different part of military armor - if Darkvision was an available capability, no doubt it might have been a boon to the armor industry. Still, this is not the normal situation. Most times in medieval and dark age history, armorsmiths were a master and an apprentice in a small shop and perhaps serving the king, as there weren't extensive needs for expensive armor production for the majority. If a Dwarven stronghold is gearing up for an immediate upcoming war with the Drow (or whoever), I could see teams of workers in steady 12 hour shifts manufacturing armor, weapons, siege machines, defensive architecture and other activities whether it took a week or 3 months, depending on how much time they had before the start of hostilities. I could see it happening. For most of the world, unless you're in a high fantasy, epic campaign where the world is in dire straits, and extreme measures are required to ready a nation or people for that event... most of the time a half dozen armorers might exist within a given kingdom - there is no need for a 24 hour shift for anything (or very little anyway - castle building?) Ancient Egypt were less concerned with public works projects than to build pyramids - tombs for the pharoahs. They had the wealth and the control, plus skilled workers to perform in concentrated labor needs. Most of a feudal emulating world has no needs for 24 hour shifts. Farming is labor intensive, but no matter how many field hands you work those fields - the crops aren't going to grow any faster. (Edit: now if you're doing plant growth on every corn plant, it's going in a direction I don't care for, almost an alien concept I can't even fit in my head...) There is no general need to work 24 hours unless it serves an industrial revolution requiring endless production to serve global needs. 24 hour work schedules = industrial revolution. I see a D&D world enhanced with awesome arcane solutions, but not something that should unduely alter the availability of goods and services, within an arcane feudal society - and because of the cost of arcane practice only the king (or other wealthy authority/trade leaders) can normally afford it. It shouldn't change the environment too extensively for the masses. It would help in times of war, catastrophe, or on provocative missions that require the attentions of adventurers - which fits the norm for D&D. [/QUOTE]
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