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Khorvaire:Two Problems
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<blockquote data-quote="WizarDru" data-source="post: 1649649" data-attributes="member: 151"><p>How much would it cost for an artificer to create a magic item, such as the Stone of Sending from (iirc) Sep's Story Hour? Since that item never goes bad, if a specific house creates 1 a year for 100 years, how expensive are they to use, now? How busy were the artificers during the Last War? Does it matter, per se?</p><p> </p><p> It sounds to me, so far, like the following:</p><p> a) Khorvaire doesn't follow the currently established rules for societal density on Earth, primarily looking at Feudal Europe</p><p> b) the believability of that aspect can be doubted or accepted with equal vigor</p><p> c) The specifics of population density have virtually no impact on a game in real, practical terms</p><p> d) the D&D core is about a game, not a reality simulator</p><p> e) So is Eberron</p><p> f) Some central D&D concepts lead to ridiculous situations when attempting world-building, and are best ignored (<em>hong's chickens</em>)</p><p> g) Some readers find this detail far more distracting/interesting than others</p><p> </p><p> At the end of the day, I'm much more concerend about whether or not a setting facilitates adventures for my players and inspires me to develop stories for them to experience. My only concern for population density numbers is to determine relativity from one city or country to the next. </p><p> </p><p> I'm curious...do these details ruin your potential use of the setting? I know that it irritates me when I see gross mistakes in a movie or TV show concerning my field of work, and I'm sure the same applies elsewhere...but I'm quite forgiving, depending on the context. I don't care if Spiderman 2 plays fast-and-loose with science and physics: I want to see kickin' fights and well delivered characters. The same holds true with Eberron, in it's fashion. I don't care if Sharn doesn't have the correct amount of farmlands surrounding it to support it's food requirements any more than I like to think about all the logical improbabilities of Coruscant, the city-world of Star Wars. I just want to kill monsters and take their loot. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="WizarDru, post: 1649649, member: 151"] How much would it cost for an artificer to create a magic item, such as the Stone of Sending from (iirc) Sep's Story Hour? Since that item never goes bad, if a specific house creates 1 a year for 100 years, how expensive are they to use, now? How busy were the artificers during the Last War? Does it matter, per se? It sounds to me, so far, like the following: a) Khorvaire doesn't follow the currently established rules for societal density on Earth, primarily looking at Feudal Europe b) the believability of that aspect can be doubted or accepted with equal vigor c) The specifics of population density have virtually no impact on a game in real, practical terms d) the D&D core is about a game, not a reality simulator e) So is Eberron f) Some central D&D concepts lead to ridiculous situations when attempting world-building, and are best ignored ([i]hong's chickens[/i]) g) Some readers find this detail far more distracting/interesting than others At the end of the day, I'm much more concerend about whether or not a setting facilitates adventures for my players and inspires me to develop stories for them to experience. My only concern for population density numbers is to determine relativity from one city or country to the next. I'm curious...do these details ruin your potential use of the setting? I know that it irritates me when I see gross mistakes in a movie or TV show concerning my field of work, and I'm sure the same applies elsewhere...but I'm quite forgiving, depending on the context. I don't care if Spiderman 2 plays fast-and-loose with science and physics: I want to see kickin' fights and well delivered characters. The same holds true with Eberron, in it's fashion. I don't care if Sharn doesn't have the correct amount of farmlands surrounding it to support it's food requirements any more than I like to think about all the logical improbabilities of Coruscant, the city-world of Star Wars. I just want to kill monsters and take their loot. :D [/QUOTE]
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