Low Magic Campaigns?

mmadsen said:
Because such a setting is typically the naive product of ignorance, not a well thought out alternative.
Celebrim's post was actually helpful. This is just weird: my point was, why is medieval Europe considered to be the default fantasy setting at all?

I actually know why - it's the traditional fantasy world as determined by Tolkien and his imitators - but I just don't consider that a good reason at all.

What mandates the presence of knights, castles, dukes, kings, guilds, and bishops? Absolutely nothing. So why is there a kneejerk reaction so much of the time against any setting which dumps these elements for being, in the creator's opinion, played-out and boring?
 

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I can't imagine adventurers flouncing around with 20,000 gp from fair-minded professional 21st-century ethics-having seller to fair-minded professional seller even in a high magic Forgotten Realms world, frankly; that's enough money to motivate even very high level entities to get off their butts and take it from your cold dead (or warm surrendering, whatever) bodies directly.

"ding! Only 10,000 more to go and I can build me another iron golem for the glory of Thay! Mmmm, I feel warm."

* twitch *

* twitch *

Of course, hide-the-gold-until-you-secure-the-honest-seller is a boring game to play out all the time or even more than once, but you'd still want to factor that into whether you can get that magic sword crafted in just three days or not.
 

mhacdebhandia said:
Conversely, why are some people so quick to condemn any fantasy setting which isn't just like 12th-century Europe with magic and monsters?

Glorantha isn't 'just like 12th century europe with magic & monsters, and it's great. But, yes, as others have said, there's often a, but why haven't the orcs wiped out the elves next door question about some worlds.
 

mhacdebhandia said:
Conversely, why are some people so quick to condemn any fantasy setting which isn't just like 12th-century Europe with magic and monsters?
I don't think that's the case. Some very different settings were beloved by their fans -- Planescape, Dark Sun, and Spelljammer to name a few.

The problem is that the default 3.5 ruleset makes certain assumptions about demographics, the prevalence of magic, and the prevalence of uncontrolled mercenaries of immense personal power, but doesn't follow through on the impact of these assumptions. Too many settings are "modern-feeling" out of ignorance or laziness rather than through design. I recognize this shortcoming in my own games, which is why I'm always interested in cultural attitudes, economic practices, and legal systems that can make the world's culture feel a little more defined.
 

Brother MacLaren said:
The problem is that the default 3.5 ruleset makes certain assumptions about demographics, the prevalence of magic, and the prevalence of uncontrolled mercenaries of immense personal power, but doesn't follow through on the impact of these assumptions. Too many settings are "modern-feeling" out of ignorance or laziness rather than through design. I recognize this shortcoming in my own games, which is why I'm always interested in cultural attitudes, economic practices, and legal systems that can make the world's culture feel a little more defined.

That's been a problem with ALL editions of D&D frankly. Did anyone really ever consider the effect of some country bumpkin simply walking into the capital city with just 1000 gp? Yet the King couldn't take it from him simply because the country bumpkin was a 10th level FTR who would wipe the floor with the King's elite guards?
 

mhacdebhandia said:
This is just weird: my point was, why is medieval Europe considered to be the default fantasy setting at all?

My guess is that it has a very large deal to do with the fact that Gygax was himself a medievalist and facinated by bits of medieval lore. His Greyhawk setting has alot of medieval trappings. Arneson's Blackmoor is much less medieval in inspiration.

But that's not really an explanation. The really important question is why did Gygax's vision win out of over Arneson's? What is it about medieval trappings that is so appealing to Western readers. Is it just Tolkien? Or is Tolkien just part of the same phenomenom?

I don't know if I know the whole answer, but I do have several suggestions.

First, the Medieval period is one of two major 'heroic ages' in Western history - the other being the late bronze age of Homer. Both periods are marked by revolutions in the techonology of personal defense that allowed trained warriors to be a match for many opponents and so both produce mythic heroic literature.

Secondly, the Medieval period is the period in which English literature and history first flowered, and I think those stylistic and cultural echoes still influence what we consider poetic and beautiful in language. Beowulf and Chaucer are still very influential, even if the language has gone on to change beyond easy recognition. It's important and attractive because its the real beginning of who we are as northern Europeans.

Thirdly, its an era that has repeatedly been turned to over the centuries as a setting for Romantic stories, and so its built up a huge body of myths and literature surrounding it which nothing else in our history compares to. There is a commonality of cultural experience to the middle ages which isn't shared with any other period. Granted, much of that cultural experience is shallow sterotypes, but that doesn't change the fact that it is shared cultural experience.

I think it is very hard to build a comparable body of mythic lore. Not even Tolkien really did that, since so much of his creation was indebted to the mythic lore of the real middle ages. To create a comparably powerful body of mythic lore that had no relation to the middle ages would be an even larger task than what Tolkien attempted.
 

mhacdebhandia said:
What mandates the presence of knights, castles, dukes, kings, guilds, and bishops?
The entire fantasy genre is an attempt to recreate the medievel romance. We should not be surprised if people consider the genre to depend on the tropes of medieval romance.

Classics of Fantasy explains:
Morris not only served as Tolkien's personal role-model as a writer but is also responsible for fantasy's characteristic medievalism and the emphasis on what Tolkien called the subcreated world: a self-consistent fantasy setting resembling our own world but distinct from it. Before Morris, fantasy settings generally resembled the arbitrary dreamscapes of Carroll's Wonderland and MacDonald's fairy tales; Morris shifted the balance to a pseudo-medieval world that was realistic in the main but independent of real-world history and included fantastic elements such as the elusive presence of magical creatures.

Ironically, Morris did not intend to help create a new genre but was seeking to revive a very old one: He was attempting to recreate the medieval romance -- those sprawling quest-stories of knights and ladies, heroes and dastards, friends, enemies, and lovers, marvels and simple pleasures and above all adventures. The most familiar examples of such tales to modern readers are the many stories of King Arthur and the Knights of the Round Table, but these were merely the most well-known among a vast multitude of now-forgotten tales. Morris deliberately sat down to write new stories in the same vein and even something of the same style, right down to deliberately archaic word choice. But just as the creators of opera thought they were recreating classical Greek drama a la Aeschylus and wound up giving birth to a new art form instead, so too did Morris's new medieval tales belong to a new genre: the fantasy novel.​
mhacdebhandia said:
Absolutely nothing. So why is there a kneejerk reaction so much of the time against any setting which dumps these elements for being, in the creator's opinion, played-out and boring?
What Celebrim brought up -- in the post to which you were replying -- was that many D&D settings seem to have elements of modern society thoughtlessly dropped in, because the creator didn't seem to even realize that those elements were specific to modern, developed countries.

That's what I was agreeing with.

As he pointed out, a world can include modern elements intelligently, but that seems uncommon -- and modern elements typically go against the whole point of the fantasy genre.
 

Imp said:
I can't imagine adventurers flouncing around with 20,000 gp from fair-minded professional 21st-century ethics-having seller to fair-minded professional seller even in a high magic Forgotten Realms world, frankly; that's enough money to motivate even very high level entities to get off their butts and take it from your cold dead (or warm surrendering, whatever) bodies directly.

Who said anything about fair-mindedness? I'm only finding that 20% of what I say is even remotely recognizable when I hear it back again. It, of course, is possible that having 20,000 gp might get you robbed, but you guys say that as if it's a universal and constant situation - with no consequences for the robber-baron.

Take a typical medieval fair, and explain to me how it is that the king just didn't send his troops in and confiscate all the goods being sold, which could sum up to 20,000 gp. Where is the middle class medieval housewife buying her pepper? - since as soon as the ship comes rolling into port apparently a gang of royal troops converges on the ship and kills the captain and siezes the goods.

And why would a high level entity want 20,000 gp? Apparently there's nothing much you can do with it. Wizards will refuse to make magic items. In fact, anyone weaker than yourself will never trade anything for it because, apparently, he'll simply get ambushed and killed for it as soon as he leaves the transaction.
 

AllisterH said:
That's been a problem with ALL editions of D&D frankly. Did anyone really ever consider the effect of some country bumpkin simply walking into the capital city with just 1000 gp? Yet the King couldn't take it from him simply because the country bumpkin was a 10th level FTR who would wipe the floor with the King's elite guards?
Yeah, that's often been an issue. Sometimes resolved by going WAY over the top to keep PCs in their place. But it was generally my sense in earlier editions -- BECM and 2e -- that "Adventurers" as a profession were extremely rare. While PCs could do these game-world-breaking things, the world didn't have to assume that such things were a regular occurrence.

3.5 spells out a prevalence of PC-classed characters that is far higher than many would have assumed from previous editions. The sample hamlet of 200 people in the DMG has 13 PC-classed individuals -- 6.5% of the population.

That demographic assumption is in my mind one of the two biggest flaws in the DMG. The other is the assumption that any magic item worth up to a community's limit is likely available for sale in that town -- regardless of the caster requirements. A large town will likely not have a 15th-level archmage or a 12th-level high priest, yet it is expected to have a Scroll of Horrid Wilting and a Ring of Protection +1 for sale or available to be commissioned. Every large town. A better way to go, and one involving more work, is to describe the item crafters. Who are they, what are their motivations, what can they craft, who will they refuse to work for, how much GP in material components do they have on hand, how do they prevent the PCs from killing them and taking their stuff, etc. A town's description might say "The town's 7th-level diviner (forbidden school evocation) will scribe scrolls for the PCs, charging elves 90% of base price and non-elves 110%. He will not work for anybody who has offended the sprites in the woods. He can enchant arms and armor, but only for those with a personal recommendation from the Mayor. He has 4,000 gp in material components in his tower and the following wards in place..."
 

gizmo33 said:
That's like saying that oxygen exists only in the modern period.

No, because oxygen isn't an illusion, whereas "base cost" (no matter how you slice it) is a product of society. You can say that "base cost" equals the cost of original materials (which assumes base cost to be "real") plus cost of training (again, already assumes a "base cost") and manufacture (again), but since the component concepts have no independent existence, neither does base cost.

The only true "cost" is what you are being charged. All other costs are pale immitations of the real thing. :lol:

But his money comes from his value as a laborer. There's a lot of written history on the effect that the Black Death had on labor prices in Europe. Maybe I'm not the one that needs to do some reading.

Sure. Circumstances alter value. Value alters cost. But, since circumstances did the same before the Black Death or what-have-you, the same applies.

Not so - gaining money is not a motive, and the stock-holders, owners, etc. involved in this have plenty of the same motives that I have - putting kids through college, buying a car etc.

Gaining money is a motive, although it is a motive that is the means to other motives. However, you are correct.

I can say that opting out of paying taxes in some form is not an option for the vast majority of socieities - and I think all if you count labor and turning out for warfare as payment.

Yet, oddly enough, frequently dodged by PCs in most D&D worlds. :D

Even an example like the Celts, where they're distributing silver jewelry as the result of a successful military campaign, the amount of prestige I can expect to get for giving out silver would be halved in a situation where silver is twice as plentiful.

Absolutely. Because that silver has no real "base value" -- only "relative value".

And if a wizard in a tower doesn't get food and shelter with money how in the world does he get it? Does he cast spells? and do those spells have an XP cost? And if so wouldn't he just as readily retain his XP and just have someone build a tower for him? And how does he compensate those people?

He doesn't compensate them. He has the right to tell them to build the tower, and they have the obligation to obey. This is the part of our discussion where it seems to break down. IRL, the idea of human rights as we understand them simply didn't exist until recently.

1. When silver became available in medieval Europe, the traditional peasant labor owed to the lord was commuted to: ??

Labor. Where do you imagine peasants were going to get silver from? They didn't get paid to work the fields; they paid in labor to work the fields. Free people pay rent in goods or service, according to their means.

2. Define "Scutage":

http://en.wikipedia.org/wiki/Scutage

http://www.infoplease.com/ce6/history/A0844163.html

And a strength score is a base guess on how much weight someone can lift on any given day. Without a strength score, I have no reasonable way to define a consistent reality for NPCs in terms of strength, and I argue that without a numerical approximation for the value of goods I have only fiat to determine things value, which I think is subject to much abuse and mistakes. Without guidance DMs tend to game the players - especially in such complicated situations.

Except, again, that strength is (presumably) an objective and measurable quality, while value is a subjective (but subjectively measurable) quality. Haggling is the process of correcting mistakes in determining subjective value of goods and services.

But a guild, even with the monopoly, doesn't control alot of what goes on in those economies. The weaver's guild in Belgium isn't going to control the price for it's raw materials (which came from England mostly). Laborer's strike, so you can't just pay them nothing.

True in the first case, not so true in the second. Apprentice laborers typically received only room and board, and their family paid the craftsman to take them on. And labor strikes aren't exactly common in societies that punish those sorts of things with whipping, torture, starvation, and/or death.

Yes, monopolies (and a guild is more than a monopoly) are going to affect things locally for some amount of time - but the sky is not the limit here, and the market forces will undermine controls on wages and prices in spite of local baron's attempts (historically) to control these things.

Indeed, the factors you mention, when brought into play, collapsed the largely-subsistence Midieval Economy and brought about welfare states.

And those profits that determine the instance of cheating are based on what forces exactly? Again, if a DM doesn't have a base price in front of him, how does he know when the smugglers start to operate? He wouldn't know anything about the macro picture of the society - I know as a DM I cannot simultaneously roleplay 40,000 people and all of their economic decisions and preferences.

Do you need a list to know when gas prices are too high? Do you not notice if you walk into a corner store and they charge $2.50 for a can of Coke? Do you need to understand everyone in the country, the state (or province), or city to know?

What is the base price of a gallon of gas?

What is the base price of a can of Coke?

I would completely agree - but my point is that even feudal governments operate largely according to how market forces work - whether or not the understanding of these things are anachronisms.

And what I am saying is that even feudal governments operate largely according to economics, which includes far more in terms of incentives than market forces.

There is a chapter in Freakonomics that deals with gangs and drug sales, using actual data from a gang. Most gang members aren't paid -- they pay to belong to the gang. This gives them a shot at maybe someday having a corner to sell on. Most sellers make less than minimum wage, with a very large chance of being killed or injured on the job (I forget the exact %, but it was something like 1 in 4 over the course of the year). But they have the chance of becoming a gang leader (who does get big bucks), and the gang looks out for their family. There is more than the simple exchange of goods for money going on.

An easier way to look at it is to realize that all economies are, at their heart, barter economies. Money is just representative of barter goods (as the early Sumerian clay tablets represented cows, jars of honey, and so on). Market crashes should teach us, if nothing else, that the representative value of a marker (be it money or Sumerian clay tablet) is of no real value in comparison to the actual item.

You're assuming that because he sold a dishwasher for less than his original asking price that he didn't make a profit. To me, this proves nothing about an advantage or disadvantage.

No; I know he made a profit. Simply less than the one he would like to have made. I have similarly had my cable installed for free because I wasn't willing to pay both for installation and monthly fees. Their need for my money is greater than my need for their service; I have an advantage.

I find this statement to be extremely counter-intuitive (perhaps it's due to my lack of reading). It seems to me that a basic law of human nature is that people never think that they're rich enough. Maybe it's a matter of what you define as "needs", but a middle-class merchant wants to be an upper-class merchant. An upper-class merchant wants to buy his way into the lower-nobility, etc.

People want security and comfort; that doesn't mean that they never think they're rich enough. I wouldn't call that an infallable truth.

Also, in many pre-modern societies, one couldn't simply buy one's way into the nobility. And, even when one can, that doesn't mean that the eilite view you the same as if you were born to it (The Great Gatsby).

Yes, it seems very very unlikely that Gauntlets of Bling can be bought at cost (which are the 3E DMG prices IIRC), but the idea that the wizard can simply afford to pass up a theoretically unlimited amount of GP I find to be extremely unrealistic.

If you assume that monetary value forms the only incentive, you would be right. But that isn't good (or realistic) economics.

It's not necessarily in his interest to do so - a history of the money lending practices to finance the 100 years war would probably reveal that the King did not renege on his debts willy-nilly. While an NPC king run by a DM has free reign to do as he wants because the DM controls the consequences, real-life kings did not have that luxury.

Did the US ever repay France for the economic aid rendered during the War of Independence?

Would the US be up to date with its UN dues had Bill Gates not stepped in?

Governments in recent times reneg on their debts all the time. It was no different earlier (many complaints were made about the usury of Jews simply to avoid repaying debt).

Not unconditionally, IMO this is a huge oversimplification. In fact, this ignores the political complexities that are present even in a stable society. The fact is that waving around 20,000 gp in anyone's face causes them to do all kinds of things. Now granted, if you want to be a robber baron, you can get away with it in the short-term. Maybe in your campaign world, this merchant is a state-less, class-less, kin-less vagabond, but in the real world he was often the relative of a duke, or under the protection of a independant league of merchants or foreign ruler. I find the idea that a king would thoughtlessly break his agreements, or support a lord-mayor who does so, to be naive.

Which, I suppose, is why I said

Finally, contracts are worthless if they cannot be enforced. If the king decides not to honor a contract, he has that right. And so does the Lord Mayor of Smallville. And the King will back the Lord Mayor. And if the Blue Wizard chooses not to make the Glamthing of Almighty Poking, then he has that right. No other wizard wants to step in -- unless you're under their protection -- because doing so limits their own rights in similar circumstances.

Your example of two wizards who both refuse to make a magic item I find equally unconvincing. Both wizards may very well be jockeying for influence at court. 20,000 gp would go a long way towards bribing officials and affecting the kind of social class that would allow me to enhance the prestige of my "mini" government. So the grouchy old enchanter scoffs at the 20,000 gp at his own peril - unless - and it always seems to come to this - the DM just fiats his way out of this.

Or unless the wizard has easier (and safer, as he's not handing a potential enemy a weapon) ways of enhancing his mini-government that do not require his personal involvement. Or would you suggest that the king would scrabble through a dung-heap because he's certain to need that gold you're offering him to do so?

RC
 

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