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Rome, The Dark Ages, and Magic-Technology
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<blockquote data-quote="ptolemy18" data-source="post: 2525588" data-attributes="member: 24970"><p>As a sort-of-off-topic ramble... I'm actually running a heavily D&D-ized Rome/Egypt game right now (hurray Mythic Vistas!).</p><p></p><p>Since this homebrew world has magic and so forth, one of the first things I realized is that, when you put magic in a formerly historical setting, unless you're assuming that magic is unbelievably rare (which I'm not... although I am assuming it's rarer than in the baseline 3.X game), technological advances become almost pointless. Who cares if you can build really cool roads and sailing ships if the other country has access to the same-level spells that you do? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>So, in addition to JUST SLIGHTLY nerfing magic, I've decided that "arcane magical technology" is basically the true measure of technological might in this world. The weaker countries may have some clerics and a few sorcerers here and there, but only the civilized parts of the world (i.e. Rome, mainly) have high-level wizards and specialist wizards and warmages and effigies and golems and so on.</p><p></p><p>Also, although all countries have at least some clerics, I've also decided that some countries have more powerful *divine* magical technology than others... because not all gods are created equal! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> But of course, this doesn't reflect any religious beliefs on my part and is just a secret built into the campaign world to freak out the player characters when they find out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Jason</p></blockquote><p></p>
[QUOTE="ptolemy18, post: 2525588, member: 24970"] As a sort-of-off-topic ramble... I'm actually running a heavily D&D-ized Rome/Egypt game right now (hurray Mythic Vistas!). Since this homebrew world has magic and so forth, one of the first things I realized is that, when you put magic in a formerly historical setting, unless you're assuming that magic is unbelievably rare (which I'm not... although I am assuming it's rarer than in the baseline 3.X game), technological advances become almost pointless. Who cares if you can build really cool roads and sailing ships if the other country has access to the same-level spells that you do? ;) So, in addition to JUST SLIGHTLY nerfing magic, I've decided that "arcane magical technology" is basically the true measure of technological might in this world. The weaker countries may have some clerics and a few sorcerers here and there, but only the civilized parts of the world (i.e. Rome, mainly) have high-level wizards and specialist wizards and warmages and effigies and golems and so on. Also, although all countries have at least some clerics, I've also decided that some countries have more powerful *divine* magical technology than others... because not all gods are created equal! ;) But of course, this doesn't reflect any religious beliefs on my part and is just a secret built into the campaign world to freak out the player characters when they find out. ;) Jason [/QUOTE]
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