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<blockquote data-quote="Reynard" data-source="post: 8345702" data-attributes="member: 467"><p>One thing that came up in my "PlaneJammer" setting development is how I am basing some world building elements entirely on an aspect I want or feel I need in the game and working backwards and forward from that thing.</p><p></p><p>For example, I want there to be robust, Age of Sail style trade and so I needs goods to move pretty regular through the Astral Sea. That means a couple things, most importantly that there are a decent number of relatively large settlements of people that need food, clothing and shelter (along with other non-essentials). In the canon Astral, people are just thought constructs and they don't have such base needs. As such, I made a couple world building decisions:</p><p></p><p>A) My Astral Sea is a real place with physical laws (however strange) and not a psychic realm.</p><p></p><p>B) But it is mutable and collections of beings alter it in the immediate vicinity, so groups of more than a few mortal individuals create pockets of basic need among them.</p><p></p><p>This latter part has a whole bunch of implications going forward (including my Astral Zombies, which I won't go into here) which I am still working out.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8345702, member: 467"] One thing that came up in my "PlaneJammer" setting development is how I am basing some world building elements entirely on an aspect I want or feel I need in the game and working backwards and forward from that thing. For example, I want there to be robust, Age of Sail style trade and so I needs goods to move pretty regular through the Astral Sea. That means a couple things, most importantly that there are a decent number of relatively large settlements of people that need food, clothing and shelter (along with other non-essentials). In the canon Astral, people are just thought constructs and they don't have such base needs. As such, I made a couple world building decisions: A) My Astral Sea is a real place with physical laws (however strange) and not a psychic realm. B) But it is mutable and collections of beings alter it in the immediate vicinity, so groups of more than a few mortal individuals create pockets of basic need among them. This latter part has a whole bunch of implications going forward (including my Astral Zombies, which I won't go into here) which I am still working out. [/QUOTE]
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