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Slavery, Rape, Madness and War!
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<blockquote data-quote="Ace" data-source="post: 425671" data-attributes="member: 944"><p>None of my players are mature enough (except the youngest ironically) are mature enough to appreciate a moral dilema much less rape, slavery or madness</p><p></p><p>So we run a pg gam, more or less like table top Diablo. Needless to say I forming a new group ASAP</p><p></p><p>Also I run a rather up-beat world where most of the problems come from <em>Outside</em> rather than from fellow man.</p><p></p><p>I figure there is enough evil in the real world, thank you</p><p></p><p>If I may "Hijack"your excellent thread a bit I would like to show </p><p>how there things are removed from a setting without the loss of versimilitude</p><p></p><p></p><p> my world is basically a PG Ren Faire World but logical in construction</p><p></p><p>Game wise </p><p></p><p>Slavery is in serious retreat (it lost 3/4 of its political strength recently) </p><p></p><p>There are areas that are decadent and still keep slaves but they are under pressure to drop the practice. Exterminator squads that</p><p>attack and kill slavers are socially OK with the Civilized nations</p><p></p><p>Also all of the humans in my world are derived from 20th and 21st century people and share much of our value sets. This means that a "socially" OK rape and to a lesser extent slavery just isn't going to happen.</p><p></p><p>Also there are many many female magicers out there who will avenge a defiled woman in a suitably horrible fashion</p><p></p><p>That combined with Paladins, Clerics, Detect Evil and so on makes a sucessfull rape rather rare. </p><p></p><p> Women have rather high social status in my world and birth control is universal thus you have a much more modern world, not a primative world where women are chattel</p><p></p><p>And as for Half Orcs, there aren't any. Orcs and humans are not fertile and Orcs don't rape humans. </p><p>Orcs mindset "I can rape this human but they will still be alive and will (Orcs are almost always violent) kill me, also if I scare them they fight harder. Better kill quick"</p><p></p><p>Madness? Natural madness is usually treated by magic in civilized countries, there really aren't asylums per say. Otherwise the mad are ignored</p><p></p><p> Taint, caused by teleport sickness is harder to cure. The usual cure is to kill the person. </p><p></p><p>War? I haven't many of those either. There are several reasons </p><p></p><p>Outsiders: A weak human nation will be swamped with Cuthuliod Horrors, Fiends, Undead or <shudder> Elves fast. There has (because of the last three near apocolypses) been a general "no big wars" rule in place</p><p></p><p>Epic Mages. A single casting of an epic spell can destroy entire citites and while the spells aren't common there are enough patriotic mages out there to serve a nuclear deterent. Also it is suspected the First Race was destroyed utterly by an Arcane war.</p><p></p><p>The presence of Shene. A lot of humans have Shene blood in them and the Shene are not warlike. They are very close to human, enough for full fertitlity but they lack much of the quarrelsome ambitious facets of the human personality. I would describe them as having elements of Hindu Mystic and Australian Aboriginal Cultures </p><p></p><p>Exhaustion. The Major powers that could be conquest oriented are too depleted to fight, My Imperial Setting has very remaining few spell casters above tenth level as it is unwise to anger a 50th level Wizard. My "European" Fuedal setting is in the middle of a civil war. My Republic is too small and My Consitutional Monarchy is much too Shene in culture. THe other powers are too small and backward to conquer anything</p><p></p><p>Magic</p><p> The general rule of thumb for magic IMC is that Offense is 3x stronger than defense. Ergo if I cast a city-killer spell (rain of acid FREX) it will require you to have 3x as much magic to stop it. Essentially you can't defend cities or even units very well. Yes there are Artifacts that allow whole units to defend against spells but they are HARD to make, and selectable Enhanced Fireball (L4 spell) wands are easy. Remember a spell to create a globe to stop that is at least 6th level (minor globe won't work) and the caster can just move elsewhere. </p><p></p><p>Clerics: While Sorcerers IMC can learn the Bardic Healing spells the number of healers on a battle field is very limited. Clerics are forbidden from enganing in secular war. The are a few exceptions, the evil gods and well the god of exceptions but basically there is very little magic healing</p><p>Medicine is about US Civil War era with less amputation. This makes battle very nasty, One fireball means even if some of the guys caught in the blast the willbe badly burned and very likly</p><p> killed by infection. </p><p>UGH</p><p></p><p></p><p>I don't dodge the issues I just build a world where they just don't exist as much</p></blockquote><p></p>
[QUOTE="Ace, post: 425671, member: 944"] None of my players are mature enough (except the youngest ironically) are mature enough to appreciate a moral dilema much less rape, slavery or madness So we run a pg gam, more or less like table top Diablo. Needless to say I forming a new group ASAP Also I run a rather up-beat world where most of the problems come from [I]Outside[/I] rather than from fellow man. I figure there is enough evil in the real world, thank you If I may "Hijack"your excellent thread a bit I would like to show how there things are removed from a setting without the loss of versimilitude my world is basically a PG Ren Faire World but logical in construction Game wise Slavery is in serious retreat (it lost 3/4 of its political strength recently) There are areas that are decadent and still keep slaves but they are under pressure to drop the practice. Exterminator squads that attack and kill slavers are socially OK with the Civilized nations Also all of the humans in my world are derived from 20th and 21st century people and share much of our value sets. This means that a "socially" OK rape and to a lesser extent slavery just isn't going to happen. Also there are many many female magicers out there who will avenge a defiled woman in a suitably horrible fashion That combined with Paladins, Clerics, Detect Evil and so on makes a sucessfull rape rather rare. Women have rather high social status in my world and birth control is universal thus you have a much more modern world, not a primative world where women are chattel And as for Half Orcs, there aren't any. Orcs and humans are not fertile and Orcs don't rape humans. Orcs mindset "I can rape this human but they will still be alive and will (Orcs are almost always violent) kill me, also if I scare them they fight harder. Better kill quick" Madness? Natural madness is usually treated by magic in civilized countries, there really aren't asylums per say. Otherwise the mad are ignored Taint, caused by teleport sickness is harder to cure. The usual cure is to kill the person. War? I haven't many of those either. There are several reasons Outsiders: A weak human nation will be swamped with Cuthuliod Horrors, Fiends, Undead or <shudder> Elves fast. There has (because of the last three near apocolypses) been a general "no big wars" rule in place Epic Mages. A single casting of an epic spell can destroy entire citites and while the spells aren't common there are enough patriotic mages out there to serve a nuclear deterent. Also it is suspected the First Race was destroyed utterly by an Arcane war. The presence of Shene. A lot of humans have Shene blood in them and the Shene are not warlike. They are very close to human, enough for full fertitlity but they lack much of the quarrelsome ambitious facets of the human personality. I would describe them as having elements of Hindu Mystic and Australian Aboriginal Cultures Exhaustion. The Major powers that could be conquest oriented are too depleted to fight, My Imperial Setting has very remaining few spell casters above tenth level as it is unwise to anger a 50th level Wizard. My "European" Fuedal setting is in the middle of a civil war. My Republic is too small and My Consitutional Monarchy is much too Shene in culture. THe other powers are too small and backward to conquer anything Magic The general rule of thumb for magic IMC is that Offense is 3x stronger than defense. Ergo if I cast a city-killer spell (rain of acid FREX) it will require you to have 3x as much magic to stop it. Essentially you can't defend cities or even units very well. Yes there are Artifacts that allow whole units to defend against spells but they are HARD to make, and selectable Enhanced Fireball (L4 spell) wands are easy. Remember a spell to create a globe to stop that is at least 6th level (minor globe won't work) and the caster can just move elsewhere. Clerics: While Sorcerers IMC can learn the Bardic Healing spells the number of healers on a battle field is very limited. Clerics are forbidden from enganing in secular war. The are a few exceptions, the evil gods and well the god of exceptions but basically there is very little magic healing Medicine is about US Civil War era with less amputation. This makes battle very nasty, One fireball means even if some of the guys caught in the blast the willbe badly burned and very likly killed by infection. UGH I don't dodge the issues I just build a world where they just don't exist as much [/QUOTE]
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