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Murchad's Legacy Campaign Setting
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<blockquote data-quote="BiggusGeekus" data-source="post: 2636938" data-attributes="member: 1014"><p>Thanks for the write-up Drew! Very fair, very thorough.</p><p></p><p>To answer your questions:</p><p></p><p>Gnomes: I couldn’t think of how to fit them in thematically. Elves, Dwarves, and Halflings all have their obvious niche rolls. If you’re playing an elf, you know that you’ve got some latent guilt over the creation of the orcs and the results of the Quarrel. If you’re a dwarf, you know you’re all dour and the one thing in your life to give solace is the Church. If you’re a Halfling, you know you’re a devious bastage who’s got the hate for Remaria. I couldn’t think of anything for gnomes that didn’t sound overly contrived to my ears. So I wacked ‘em. It also underscored how dangerous the cult powers were back in the day, the gnomes preferred the thought of extinction and transformation to facing whatever cult god was chasing them north. In hindsight, I would have dropped gnomes in Provincia Necros, but too late for that now.</p><p></p><p>Guns: why put them in only to exclude them? Because I wanted a world that could potentially exist. Gunpowder isn’t … well … rocket science. Sooner or later someone’s going to invent it and sooner or later you’re going to see cannon. That’s just a fact. I don’t like worlds with ancient thousand year histories where nobody gets curious about chemistry and the like. So that meant including gunpowder. But how would a wizard react to it? Would the Imperial Academy issue a memo saying “hey, dwarves have a new weapon that puts a simple commoner on par with a trained archer.” No. They’d wig out and slap the dwarves down, which is exactly what they did. Thematically, guns also represent why science has stagnated in the world and why people would distrust it. So, they’re one part verisimilitude and one part establishing the parameters of the setting.</p><p></p><p>God, I sound pretentious don’t I?</p><p></p><p>Anyway, thanks again for taking the time to review the book!</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 2636938, member: 1014"] Thanks for the write-up Drew! Very fair, very thorough. To answer your questions: Gnomes: I couldn’t think of how to fit them in thematically. Elves, Dwarves, and Halflings all have their obvious niche rolls. If you’re playing an elf, you know that you’ve got some latent guilt over the creation of the orcs and the results of the Quarrel. If you’re a dwarf, you know you’re all dour and the one thing in your life to give solace is the Church. If you’re a Halfling, you know you’re a devious bastage who’s got the hate for Remaria. I couldn’t think of anything for gnomes that didn’t sound overly contrived to my ears. So I wacked ‘em. It also underscored how dangerous the cult powers were back in the day, the gnomes preferred the thought of extinction and transformation to facing whatever cult god was chasing them north. In hindsight, I would have dropped gnomes in Provincia Necros, but too late for that now. Guns: why put them in only to exclude them? Because I wanted a world that could potentially exist. Gunpowder isn’t … well … rocket science. Sooner or later someone’s going to invent it and sooner or later you’re going to see cannon. That’s just a fact. I don’t like worlds with ancient thousand year histories where nobody gets curious about chemistry and the like. So that meant including gunpowder. But how would a wizard react to it? Would the Imperial Academy issue a memo saying “hey, dwarves have a new weapon that puts a simple commoner on par with a trained archer.” No. They’d wig out and slap the dwarves down, which is exactly what they did. Thematically, guns also represent why science has stagnated in the world and why people would distrust it. So, they’re one part verisimilitude and one part establishing the parameters of the setting. God, I sound pretentious don’t I? Anyway, thanks again for taking the time to review the book! [/QUOTE]
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