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Community
General Tabletop Discussion
*TTRPGs General
The place of Science in Fantasy settings
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<blockquote data-quote="prosfilaes" data-source="post: 3983454" data-attributes="member: 40166"><p>Because overly unusual settings are rarely the most successful. Medieval-esque technology plus magic is familiar and easy to understand; one person's vision of what technology might of evolved into with magic is unfamiliar and confusing. That's not to say it can't be done, but it's harder to do well. </p><p></p><p></p><p></p><p></p><p>Why? It seems well with in range of D&D magic to cast a spell to protect a ship from water. It's likely to be cheaper and more reliable than any sort of technology.</p><p></p><p></p><p></p><p>A permanent Teleport Circle is Core magic. If you do it in the real world, after all the development costs on modern mass transport have been paid, people would be lining up for them at a 100 million dollars a circle. (Given that the cost of a new 747 is 200-300 million dollars, and that doesn't include maintenance, fuel or crew...) I think that could entice an 18th level wizard to set a few of them up. </p><p></p><p></p><p></p><p>Sure, it 's great fun setting up the world. But does it make for a more interesting world to play in that will attract more players? I think it makes for a harder world to make, since it takes a lot of study to make it right, and I don't know that it will make for a more fun world to play in.</p><p></p><p>The most successful case where this was done was GURPS Technomancer, I believe. And GT was not a full supported setting; it was one book and a ebook-only supplement, made for a system that has a lot of unusual one-off settings (and hence presumably they sell to the audience for GURPS.)</p></blockquote><p></p>
[QUOTE="prosfilaes, post: 3983454, member: 40166"] Because overly unusual settings are rarely the most successful. Medieval-esque technology plus magic is familiar and easy to understand; one person's vision of what technology might of evolved into with magic is unfamiliar and confusing. That's not to say it can't be done, but it's harder to do well. Why? It seems well with in range of D&D magic to cast a spell to protect a ship from water. It's likely to be cheaper and more reliable than any sort of technology. A permanent Teleport Circle is Core magic. If you do it in the real world, after all the development costs on modern mass transport have been paid, people would be lining up for them at a 100 million dollars a circle. (Given that the cost of a new 747 is 200-300 million dollars, and that doesn't include maintenance, fuel or crew...) I think that could entice an 18th level wizard to set a few of them up. Sure, it 's great fun setting up the world. But does it make for a more interesting world to play in that will attract more players? I think it makes for a harder world to make, since it takes a lot of study to make it right, and I don't know that it will make for a more fun world to play in. The most successful case where this was done was GURPS Technomancer, I believe. And GT was not a full supported setting; it was one book and a ebook-only supplement, made for a system that has a lot of unusual one-off settings (and hence presumably they sell to the audience for GURPS.) [/QUOTE]
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The place of Science in Fantasy settings
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