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General Tabletop Discussion
*Pathfinder & Starfinder
The impacts of Fantasy on (fantasy) society
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<blockquote data-quote="fuzzlewump" data-source="post: 5850302" data-attributes="member: 63214"><p>I'd love to see an entire book, or at least chapter devoted to taking the rules of the world into account. Think the Dungeonomicon with more detail for how to run games as the DM: <a href="http://community.wizards.com/go/thread/view/75882/19527098/The_Dungeonomicon" target="_blank">Whoops! Browser Settings Incompatible</a></p><p></p><p>Basically, I want there to be rules of society that would be in place assuming the core rules are used. How do powerful organizations, like Kingdoms, deal with Wizards? How do common burglars deal with the alarm spell? How does the economy work? (even if its totally broken, at least address it, or make it internally consistent.)</p><p></p><p>I guess I want to have some sort of guidelines on having the world make sense. I happen to know that a burial tomb being filled with 1000's of GP worth of traps that guards 100 gp doesn't make any sense. But, not every new DM does. And, just what defenses should it have, if any? What spells do wizards in the world typically cast to defend such a place? How does anyone defend against Scry and Die, etc.</p><p></p><p>Now, there might be great answers to each of these questions, but like I said, I want expert game designers to sort of address them and bring each mechanic to its logical conclusion in the game world. For example, we know gravity exists in our world, so archers point their bows upward to account for it, and we generally avoid falling from things, because it can kill us, and so on. Basically, I want that sort of explanation, but for spells, monsters, gods, and everything that makes fantasy- fantasy. This of course, to a point. Society perhaps simply cannot deal with spells above level 3, or monsters above level 6, or has no preparations. But if that's the case, I want it to be designed and stated.</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="fuzzlewump, post: 5850302, member: 63214"] I'd love to see an entire book, or at least chapter devoted to taking the rules of the world into account. Think the Dungeonomicon with more detail for how to run games as the DM: [url=http://community.wizards.com/go/thread/view/75882/19527098/The_Dungeonomicon]Whoops! Browser Settings Incompatible[/url] Basically, I want there to be rules of society that would be in place assuming the core rules are used. How do powerful organizations, like Kingdoms, deal with Wizards? How do common burglars deal with the alarm spell? How does the economy work? (even if its totally broken, at least address it, or make it internally consistent.) I guess I want to have some sort of guidelines on having the world make sense. I happen to know that a burial tomb being filled with 1000's of GP worth of traps that guards 100 gp doesn't make any sense. But, not every new DM does. And, just what defenses should it have, if any? What spells do wizards in the world typically cast to defend such a place? How does anyone defend against Scry and Die, etc. Now, there might be great answers to each of these questions, but like I said, I want expert game designers to sort of address them and bring each mechanic to its logical conclusion in the game world. For example, we know gravity exists in our world, so archers point their bows upward to account for it, and we generally avoid falling from things, because it can kill us, and so on. Basically, I want that sort of explanation, but for spells, monsters, gods, and everything that makes fantasy- fantasy. This of course, to a point. Society perhaps simply cannot deal with spells above level 3, or monsters above level 6, or has no preparations. But if that's the case, I want it to be designed and stated. What do you think? [/QUOTE]
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