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Keep your Science out of my Fantasy!
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 1531949" data-attributes="member: 6584"><p>Nice rant!</p><p></p><p>I'd kinda agree, I think trying to make a world that has fantasy elements and trying to make it all scientifically accurate is a futile exercise. Lots of it is going to be completely arbitary - i.e. How does magic interact with the conservation of energy? </p><p></p><p>I think having some science is good. I like it if gravity works, wood burns, water freezes, etc. If they don't I like that to be made really clear so I don't do anything really stupid! More detailed stuff I don't mind about BUT...</p><p></p><p>I think the problem is that people have 'pet subjects'. For example, one of my players is a former military guy, with a strong interest in firearms. Any game with a firearms system that clashes with his knowledge is somewhat 'spoilt' for him. He can still have fun with it, just can't quite get it out of his head.</p><p></p><p>In <strong>wingsandsword</strong> mountain range example I could understand it if the player doing the questioning spends a lot of their time studying geology (a PhD for example) - geology is so ingrained into them that they can't help looking at a setting from a geological point of view. Personally I'd prefer it if they found some way to justify my 'freak mountain range' rather than dismissing it as 'impossible'... From a DMs point of view, it's probably easiest stopped if you ask them for their input while designing the map?</p><p></p><p>I think that you really have to tailor what you're going to detail down to the group... It's nice if you can guess what they're going to 'pick at' and have a more interesting answer than 'it's magic - don't think about it or your head will explode' <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> At least detailing the type of magic I'd say!</p><p></p><p>One method I did like was Ars Magica - a lot of 'science' in that game works as people thought it did at the time. For example, diseases are caused by 'demonic infestation' - the spells to cure them are very similar to the ones you use to banish demons. Which I find quite appealing and use in most of my settings now!</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 1531949, member: 6584"] Nice rant! I'd kinda agree, I think trying to make a world that has fantasy elements and trying to make it all scientifically accurate is a futile exercise. Lots of it is going to be completely arbitary - i.e. How does magic interact with the conservation of energy? I think having some science is good. I like it if gravity works, wood burns, water freezes, etc. If they don't I like that to be made really clear so I don't do anything really stupid! More detailed stuff I don't mind about BUT... I think the problem is that people have 'pet subjects'. For example, one of my players is a former military guy, with a strong interest in firearms. Any game with a firearms system that clashes with his knowledge is somewhat 'spoilt' for him. He can still have fun with it, just can't quite get it out of his head. In [B]wingsandsword[/B] mountain range example I could understand it if the player doing the questioning spends a lot of their time studying geology (a PhD for example) - geology is so ingrained into them that they can't help looking at a setting from a geological point of view. Personally I'd prefer it if they found some way to justify my 'freak mountain range' rather than dismissing it as 'impossible'... From a DMs point of view, it's probably easiest stopped if you ask them for their input while designing the map? I think that you really have to tailor what you're going to detail down to the group... It's nice if you can guess what they're going to 'pick at' and have a more interesting answer than 'it's magic - don't think about it or your head will explode' :) At least detailing the type of magic I'd say! One method I did like was Ars Magica - a lot of 'science' in that game works as people thought it did at the time. For example, diseases are caused by 'demonic infestation' - the spells to cure them are very similar to the ones you use to banish demons. Which I find quite appealing and use in most of my settings now! [/QUOTE]
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