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Polytheism in medieval europe
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<blockquote data-quote="jgbrowning" data-source="post: 482105" data-attributes="member: 5724"><p>Thanks for the interest! Of course i won't mind expanding a bit. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>We decided that the default assumption of DnD is a vaguely medieval world/renaissance world with an overlay of magic. We weren't impressed with the general lack of information concerning world building/society building given in the DMG and decided to produce a book that is probably best viewed as an expansion of those two ideas.</p><p></p><p>We're trying very hard to make this a supplement and not a setting. We're trying to provide a deeper understanding of the medieval period and convey the "feel" that such a setting has, but always keeping in mind the point of the game is to have fun. ie. we provide information for as much depth as most hard-core medievalists would really encounter in a DnD setting while allowing those who aren't as interested in the details of how city charters occured or how much grain/money does 3 acres of land produce a year. The information is in there, but we are making sure the book can be fully utilized from either perspective.</p><p></p><p>That being said, we've also take to heart the motto "Stick with the Core Books." We're not adding new prestige classes, new spells, new magic, new magic items.. that is the SOP of almost everyother book out there. We've extrapolated a magical medieval world given the core concepts of polytheism and magic. At all times we've stuck with the core rules. Except in the few rare cases where the core rules contradict themselves.. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As far as it being academic, my wife and i are both history buffs and we've used something like 30 or 40 different books on various subject to 1. get a good understanding of how to succesfully convey the medieval time/thought period 2. make sure that where we have to diverge from the core rules, we're doing so with good consideration and scholorship.</p><p></p><p>But, again, this book is meant to be <strong>used</strong> in almost any DnD setting. We have a section concering the actual process of growing food. Yep. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> We have a section concerning cities, trade, guilds, power centers (more than the 4 or so paragraphs in the DMG), religion and arcane magic. We have a section concern those who rule: aristocrats, kings, emperors, barons, churches and the occassional arcane society. And last, but not least, i've written a section concering magical medieval war and how magic really changes everything concerning war.</p><p></p><p>We've also got appendices and tables out the wazzoo to hearken back to the old DnD day. We've got a system for DM to use to create manors, so when their players finally reach the "landowner" stage they have something better than just a guess, we have a system that allows DM and Players to build just about any structure (using medieval techonolgy levels, prices, **I looked at something like 50 or so medieval building contracts to help build this system.. and reveresed it to get prices for castles and it is rather accurate <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />**, there's a system giving DC's to purchasing items to allow DMs to build a supply demand system, a system for creating aristocratic landowership and wealth, and in the appedices there are sample city charters, laws, guild charters/rules, and examples of tolls/taxes. **Whew** <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Our point is to provide useful, fully D20 compatable, information and fluff to help DM's and Players place their characters <strong>within</strong> a society as opposed to outside. As you mention, many modern concepts are inserted in DnD gaming, and as everyone here knows i don't care what type of game people want to play as long as their having fun, but i do think there are people who want more "depth" to their society. </p><p></p><p>SHARK had a thread about non-hack roleplaying not long ago. We believe that in order to facilitate such play, while at the same time promoting traditional hack gaming, a DM and players need background information concering their society. This book allows the insertion of society into everyday play and, hopefully, will provide a throughly enjoyable backdrop.</p><p></p><p>If you have anymore questions, i'd love to answer them as well.</p><p></p><p>joe b.</p><p>Expeditious Retreat Press</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 482105, member: 5724"] Thanks for the interest! Of course i won't mind expanding a bit. :) We decided that the default assumption of DnD is a vaguely medieval world/renaissance world with an overlay of magic. We weren't impressed with the general lack of information concerning world building/society building given in the DMG and decided to produce a book that is probably best viewed as an expansion of those two ideas. We're trying very hard to make this a supplement and not a setting. We're trying to provide a deeper understanding of the medieval period and convey the "feel" that such a setting has, but always keeping in mind the point of the game is to have fun. ie. we provide information for as much depth as most hard-core medievalists would really encounter in a DnD setting while allowing those who aren't as interested in the details of how city charters occured or how much grain/money does 3 acres of land produce a year. The information is in there, but we are making sure the book can be fully utilized from either perspective. That being said, we've also take to heart the motto "Stick with the Core Books." We're not adding new prestige classes, new spells, new magic, new magic items.. that is the SOP of almost everyother book out there. We've extrapolated a magical medieval world given the core concepts of polytheism and magic. At all times we've stuck with the core rules. Except in the few rare cases where the core rules contradict themselves.. :) As far as it being academic, my wife and i are both history buffs and we've used something like 30 or 40 different books on various subject to 1. get a good understanding of how to succesfully convey the medieval time/thought period 2. make sure that where we have to diverge from the core rules, we're doing so with good consideration and scholorship. But, again, this book is meant to be [b]used[/b] in almost any DnD setting. We have a section concering the actual process of growing food. Yep. :) We have a section concerning cities, trade, guilds, power centers (more than the 4 or so paragraphs in the DMG), religion and arcane magic. We have a section concern those who rule: aristocrats, kings, emperors, barons, churches and the occassional arcane society. And last, but not least, i've written a section concering magical medieval war and how magic really changes everything concerning war. We've also got appendices and tables out the wazzoo to hearken back to the old DnD day. We've got a system for DM to use to create manors, so when their players finally reach the "landowner" stage they have something better than just a guess, we have a system that allows DM and Players to build just about any structure (using medieval techonolgy levels, prices, **I looked at something like 50 or so medieval building contracts to help build this system.. and reveresed it to get prices for castles and it is rather accurate :)**, there's a system giving DC's to purchasing items to allow DMs to build a supply demand system, a system for creating aristocratic landowership and wealth, and in the appedices there are sample city charters, laws, guild charters/rules, and examples of tolls/taxes. **Whew** :) Our point is to provide useful, fully D20 compatable, information and fluff to help DM's and Players place their characters [b]within[/b] a society as opposed to outside. As you mention, many modern concepts are inserted in DnD gaming, and as everyone here knows i don't care what type of game people want to play as long as their having fun, but i do think there are people who want more "depth" to their society. SHARK had a thread about non-hack roleplaying not long ago. We believe that in order to facilitate such play, while at the same time promoting traditional hack gaming, a DM and players need background information concering their society. This book allows the insertion of society into everyday play and, hopefully, will provide a throughly enjoyable backdrop. If you have anymore questions, i'd love to answer them as well. joe b. Expeditious Retreat Press [/QUOTE]
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