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*Dungeons & Dragons
Need wheat. Too dangerous. (worldbuilding)
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<blockquote data-quote="AtomicPope" data-source="post: 8436631" data-attributes="member: 64790"><p>I always felt that Gygax and company resolved this in Greyhawk rather nicely, and many classic modules sprang from these conflicts. Urbanite vs Ruralite: in Greyhawk this was often a religious conflict between Cleric (urbanite) vs Druid (ruralite). Two particular modules immediately come to mind: Steading of the Hill Giant Chief and The Liberation of Geoff. These two modules, and in particular the latter, express the rural life of free folk who are farmers in a fantasy realm. Giants regularly raiding their villages for food is a common occurrence. The anti-Giant Ranger of early D&D is at home here. Nature magic is a central part of life; and while everyone is not an ordained Druid, nor are they a theocracy, they all respect the Old Ways and live by them.</p><p></p><p>I loved these themes and held onto them when crafting stories and world building. These free folk hold onto their traditions and resist outsiders as a means of survival and prosperity. For a desert people <em>create food and water </em>would be a miracle spell. For farmers in temperate lands it's a waste of time. <em>Plant growth</em> and <em>purify water </em>are both more beneficial as a field of wheat feeds more people than a cleric spell. Spells like <em>spike growth</em> are better at deterring Giants and monstrous beasts than <em>scorching ray</em>, the latter revealing your position.</p><p></p><p>Growing up with Greyhawk I'm glad I got to experience these themes early on, combining mechanics and fluff to mold a cohesive fantasy society. It's refreshing to get away from the tired old narratives that are pushed in the real world and ignore them completely.</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 8436631, member: 64790"] I always felt that Gygax and company resolved this in Greyhawk rather nicely, and many classic modules sprang from these conflicts. Urbanite vs Ruralite: in Greyhawk this was often a religious conflict between Cleric (urbanite) vs Druid (ruralite). Two particular modules immediately come to mind: Steading of the Hill Giant Chief and The Liberation of Geoff. These two modules, and in particular the latter, express the rural life of free folk who are farmers in a fantasy realm. Giants regularly raiding their villages for food is a common occurrence. The anti-Giant Ranger of early D&D is at home here. Nature magic is a central part of life; and while everyone is not an ordained Druid, nor are they a theocracy, they all respect the Old Ways and live by them. I loved these themes and held onto them when crafting stories and world building. These free folk hold onto their traditions and resist outsiders as a means of survival and prosperity. For a desert people [I]create food and water [/I]would be a miracle spell. For farmers in temperate lands it's a waste of time. [I]Plant growth[/I] and [I]purify water [/I]are both more beneficial as a field of wheat feeds more people than a cleric spell. Spells like [I]spike growth[/I] are better at deterring Giants and monstrous beasts than [I]scorching ray[/I], the latter revealing your position. Growing up with Greyhawk I'm glad I got to experience these themes early on, combining mechanics and fluff to mold a cohesive fantasy society. It's refreshing to get away from the tired old narratives that are pushed in the real world and ignore them completely. [/QUOTE]
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Need wheat. Too dangerous. (worldbuilding)
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