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The place of Science in Fantasy settings
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<blockquote data-quote="Grue" data-source="post: 3972889" data-attributes="member: 11989"><p>Heh... before pushing off into the Age of Enlightenment (and past the original poster's medieval tech level), the only tech I think that gets cut is castle development. Assuming the builder isn't outlaying additional times the cost of the castle in magical defenses as well, I don't think there is a good way for the castle to continue to do it's job. I think most everything else does get developed to at least a medieval level.</p><p></p><p>On magictech... one of the big problems with magic replacing technology is economy of scale. By RAW magic will be relegated to elites, most spells too expensive and out of reach for the common sapient, magic items will cost at least reserve points (and almost certainly xp somewhere in the loop). Why spend a lot of gold and <em>experience</em> when a pulley does roughly the same job? Magic to perform mundane tasks I would see more as a toy or extravagance (to impress the neighbors) when usuable cheaper nonmagical solutions are obtainable.</p><p></p><p>Venice (and ancient Greece, the Dutch, and the UK) got their tech kick in the pants from trade and finance. A traveling merchant doesn't fit into the guild system from what I recall. IIRC they were one of the causes of the fall of the medieval guild. Consider a merchant who also happens to be a wizard who uses his spells to open up trade routes and teleport around the region to check prices (to figure out where he should buy and sell his bulk goods). His success is going to breed imitation... generating a lot of capital and bootstrapping a medieval economy to something a bit more complex. It would only take one bright boy mage to spark the whole thing off (and it's really not much of a leap of innovative thinking at all).</p></blockquote><p></p>
[QUOTE="Grue, post: 3972889, member: 11989"] Heh... before pushing off into the Age of Enlightenment (and past the original poster's medieval tech level), the only tech I think that gets cut is castle development. Assuming the builder isn't outlaying additional times the cost of the castle in magical defenses as well, I don't think there is a good way for the castle to continue to do it's job. I think most everything else does get developed to at least a medieval level. On magictech... one of the big problems with magic replacing technology is economy of scale. By RAW magic will be relegated to elites, most spells too expensive and out of reach for the common sapient, magic items will cost at least reserve points (and almost certainly xp somewhere in the loop). Why spend a lot of gold and [i]experience[/i] when a pulley does roughly the same job? Magic to perform mundane tasks I would see more as a toy or extravagance (to impress the neighbors) when usuable cheaper nonmagical solutions are obtainable. Venice (and ancient Greece, the Dutch, and the UK) got their tech kick in the pants from trade and finance. A traveling merchant doesn't fit into the guild system from what I recall. IIRC they were one of the causes of the fall of the medieval guild. Consider a merchant who also happens to be a wizard who uses his spells to open up trade routes and teleport around the region to check prices (to figure out where he should buy and sell his bulk goods). His success is going to breed imitation... generating a lot of capital and bootstrapping a medieval economy to something a bit more complex. It would only take one bright boy mage to spark the whole thing off (and it's really not much of a leap of innovative thinking at all). [/QUOTE]
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