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Sell me on "Magical Medieval Society" WE
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<blockquote data-quote="jgbrowning" data-source="post: 1129846" data-attributes="member: 5724"><p>Heya BFG,</p><p></p><p>One of the things we thought about when makeing MMS:WE is the, in our opinion, somewhat wanky demographics where you simply can't have a 9th-12th level wizard in a metropolis. The demographics we suggest in MMS:WE actually create a world with more spellcasters than suggested in the DMG. This was for the purpose of creating a medievalesque social system and semi-converting it to game mechanics.</p><p></p><p>The main focus of the book is to help GMs create a medieval-esque world <em>despite</em> magic. The title "Magical Medieval" tries to place equal credance upon both aspects. It's both magical, and medieval.</p><p></p><p>One thing that strikes me odd (and tells me that either we need to write a better introduction <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=":)" />, or that you simply didn't have enough time to get the gist of the work) is your impression of a ultra lite magic society. The main difference between MMS:WE and almost any D&D game is the idea of society.</p><p></p><p>One of the things that has bugged me about D&D since I started playing in 80 is the idea that a society would allow adventurers to run around like most D&D games do without putting some limitations upon them. The medieval period had a lot of social ties and restraints, the whole feudal system was a (generally) codified system of personal interactions. We took this idea and tied magic into the system just as the strengh of arms was historically tied into the system.</p><p></p><p>To be brief, we viewed magic as something that the society would have codified behavior about. There's a lot of different ways that could have happened so we chose the one that would be less different than traditional medieval society: integration. We made magic just another way of getting things done: and, it should be noted, a very costly way. Often its just easier and less expensive to not use magic.</p><p></p><p>One thing that we tried very hard to remember and understand, is that medieval society has a very different world-view than we moderns do. The things we would do with magic and how our modern mindset would create a world with magic would be very different than what a medieval person would imagine. As one goal of the book was making a medieval-esque world including magic, things that would alter that pattern are easily explained away through the use of culture and society.</p><p></p><p>There are plenty of cultures on this planet that do, from my perspective, mind-boggaling strange things. Cultures that are really really foreign to me and don't seem to make much sense. And this is even without magic. <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=":)" /> Perhaps its because the terminology we used is historical, it's hard for people to think that the feudal lord can easily be a wizard or perhaps we simply didn't explain our idea well enough.</p><p></p><p>But in the end, our take on the thing, is just our take. There's a lot of different ideas about how magic would alter a world and make it different than what we know. The goal of MMS:WE wasn't to show how magic would alter a world, it was to help GMs make a medievalesque world <em>despite</em> the magic. How to use magic to increase the "medievalness" of a place as opposed to reducing it.</p><p></p><p><em>Edit: Just re-read what I posted. It seems so serious so I'd thought I should just jump in and say thanks bunches for picking it up and giving it a go. As a starting publisher, that's one of the biggest hurdles we face. Even if it doesn't suit your style, its appreciated.</em></p><p></p><p>Joseph Browning</p><p>Expeditious Retreat Press</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 1129846, member: 5724"] Heya BFG, One of the things we thought about when makeing MMS:WE is the, in our opinion, somewhat wanky demographics where you simply can't have a 9th-12th level wizard in a metropolis. The demographics we suggest in MMS:WE actually create a world with more spellcasters than suggested in the DMG. This was for the purpose of creating a medievalesque social system and semi-converting it to game mechanics. The main focus of the book is to help GMs create a medieval-esque world [i]despite[/i] magic. The title "Magical Medieval" tries to place equal credance upon both aspects. It's both magical, and medieval. One thing that strikes me odd (and tells me that either we need to write a better introduction :), or that you simply didn't have enough time to get the gist of the work) is your impression of a ultra lite magic society. The main difference between MMS:WE and almost any D&D game is the idea of society. One of the things that has bugged me about D&D since I started playing in 80 is the idea that a society would allow adventurers to run around like most D&D games do without putting some limitations upon them. The medieval period had a lot of social ties and restraints, the whole feudal system was a (generally) codified system of personal interactions. We took this idea and tied magic into the system just as the strengh of arms was historically tied into the system. To be brief, we viewed magic as something that the society would have codified behavior about. There's a lot of different ways that could have happened so we chose the one that would be less different than traditional medieval society: integration. We made magic just another way of getting things done: and, it should be noted, a very costly way. Often its just easier and less expensive to not use magic. One thing that we tried very hard to remember and understand, is that medieval society has a very different world-view than we moderns do. The things we would do with magic and how our modern mindset would create a world with magic would be very different than what a medieval person would imagine. As one goal of the book was making a medieval-esque world including magic, things that would alter that pattern are easily explained away through the use of culture and society. There are plenty of cultures on this planet that do, from my perspective, mind-boggaling strange things. Cultures that are really really foreign to me and don't seem to make much sense. And this is even without magic. :) Perhaps its because the terminology we used is historical, it's hard for people to think that the feudal lord can easily be a wizard or perhaps we simply didn't explain our idea well enough. But in the end, our take on the thing, is just our take. There's a lot of different ideas about how magic would alter a world and make it different than what we know. The goal of MMS:WE wasn't to show how magic would alter a world, it was to help GMs make a medievalesque world [i]despite[/i] the magic. How to use magic to increase the "medievalness" of a place as opposed to reducing it. [i]Edit: Just re-read what I posted. It seems so serious so I'd thought I should just jump in and say thanks bunches for picking it up and giving it a go. As a starting publisher, that's one of the biggest hurdles we face. Even if it doesn't suit your style, its appreciated.[/i] Joseph Browning Expeditious Retreat Press [/QUOTE]
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