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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Lanefan" data-source="post: 9706819" data-attributes="member: 29398"><p>The way I see it, the former is a fairly direct prerequisite for the latter.</p><p></p><p>In some cases - mostly to do with things like faux-historical cultures, pantheons, etc. - I'm more than happy to let the "faux" piece do most of the work as it serves to more put those faux-cultures on the same footing as the non-Human cultures, pantheons, etc. that we invent from nothing. It also allows me to have faux-cultures from different historical eras present in the same setting (very Xena-like, in that way) and not have to worry so much about being accurate to period. Thus, my setting has faux-war-of-the-roses England at the north end of the sea, faux-Caesar-era Rome to the west, faux-ancient Greece to the east, and faux-even-ancienter Sumeria to the south.</p><p></p><p>That said,, if some historical factoid wanders by that I think is really cool I might include it</p><p></p><p>But in other cases - mostly to do with physics and physical things - the closer the underlying base gets to Earth-reality, the better. From there, it's a relatively simple matter (at least, I've found it so) to tack the physics of magic on to that to make a consistent foundation such that evrything works consistently. Mundane animals are another place where Earth-like works just fine: a robin here is a robin in the setting, ditto for things like cows and elephants and salmon; mostly for ease of DM-side description and player-side relatability.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9706819, member: 29398"] The way I see it, the former is a fairly direct prerequisite for the latter. In some cases - mostly to do with things like faux-historical cultures, pantheons, etc. - I'm more than happy to let the "faux" piece do most of the work as it serves to more put those faux-cultures on the same footing as the non-Human cultures, pantheons, etc. that we invent from nothing. It also allows me to have faux-cultures from different historical eras present in the same setting (very Xena-like, in that way) and not have to worry so much about being accurate to period. Thus, my setting has faux-war-of-the-roses England at the north end of the sea, faux-Caesar-era Rome to the west, faux-ancient Greece to the east, and faux-even-ancienter Sumeria to the south. That said,, if some historical factoid wanders by that I think is really cool I might include it But in other cases - mostly to do with physics and physical things - the closer the underlying base gets to Earth-reality, the better. From there, it's a relatively simple matter (at least, I've found it so) to tack the physics of magic on to that to make a consistent foundation such that evrything works consistently. Mundane animals are another place where Earth-like works just fine: a robin here is a robin in the setting, ditto for things like cows and elephants and salmon; mostly for ease of DM-side description and player-side relatability. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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