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Rome, The Dark Ages, and Magic-Technology
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<blockquote data-quote="Silveras" data-source="post: 2522960" data-attributes="member: 6271"><p>I think the issue is two-fold. </p><p></p><p>First, for people who are somewhat up on how technology relates to social advancement, the lack of social advancement in "standard D&D" settings becomes awkward. </p><p></p><p>Second, when the social advancement is made, the game becomes less a "medieval(-esque) fantasy" game and more of an "alternate reality where magic replaces technology" game. </p><p></p><p>In the first case, the availability of spells like Resurrection would mean that all nations would have laws regarding their use. Likewise, the availability of spells in general would force nations to write laws regarding their use. If every town is likely to have an arcanist capable of casting Fireball or better, expect to see that licensed, taxed, or outlawed. Charms ? Probably illegal without a "court order" in most Lawful or Good nations. Evocations ? Probably strictly regulated because of issues of collateral damage. Illusions ? An entertainment industry seems like a natural consequence. Not to mention the likelihood that fraud is much more common than it probably was historically. </p><p></p><p>In the second case, as I read Crime & Punishment by Keith Baker (published by Atlas Games), I was struck by how the rules modeled modern investigative techniques. Police forces and investigation are largely modern concepts; most "town watches" were more geared toward breaking up fights ("disturbances of the peace") and watching out for fires. They were *preventative* rather than *investigative* operations. </p><p></p><p>Eberron is not to my taste because it is too "modern" in feel. I like my games with a strong mythic feel (which is one reason why Birthright is one of my favorite settings; the bloodline rules gave monsters back the feeling that they were larger-than-life and mythic).</p></blockquote><p></p>
[QUOTE="Silveras, post: 2522960, member: 6271"] I think the issue is two-fold. First, for people who are somewhat up on how technology relates to social advancement, the lack of social advancement in "standard D&D" settings becomes awkward. Second, when the social advancement is made, the game becomes less a "medieval(-esque) fantasy" game and more of an "alternate reality where magic replaces technology" game. In the first case, the availability of spells like Resurrection would mean that all nations would have laws regarding their use. Likewise, the availability of spells in general would force nations to write laws regarding their use. If every town is likely to have an arcanist capable of casting Fireball or better, expect to see that licensed, taxed, or outlawed. Charms ? Probably illegal without a "court order" in most Lawful or Good nations. Evocations ? Probably strictly regulated because of issues of collateral damage. Illusions ? An entertainment industry seems like a natural consequence. Not to mention the likelihood that fraud is much more common than it probably was historically. In the second case, as I read Crime & Punishment by Keith Baker (published by Atlas Games), I was struck by how the rules modeled modern investigative techniques. Police forces and investigation are largely modern concepts; most "town watches" were more geared toward breaking up fights ("disturbances of the peace") and watching out for fires. They were *preventative* rather than *investigative* operations. Eberron is not to my taste because it is too "modern" in feel. I like my games with a strong mythic feel (which is one reason why Birthright is one of my favorite settings; the bloodline rules gave monsters back the feeling that they were larger-than-life and mythic). [/QUOTE]
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