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General Tabletop Discussion
*Dungeons & Dragons
The Transition of a D&D World into the Industrial Era
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<blockquote data-quote="Derren" data-source="post: 7877599" data-attributes="member: 2518"><p>The weapons in core D&D are already rennaisance technology, they just ommit firearms which existed alongside plate armor (unless they add pirates to the setting).</p><p></p><p>One of the biggest changes a industrial revolution would bring is imo economical and the relation to monsters. In the IR there was a massive movement from the country into the cities and the factories that sprung up everywhere had a large demand for labor. Somewhere someone will have the idea to hire monster races either as low paid workers or slaves. Dont forget that it were advancements in textile machines supercharged the slavery in the USA because the ability to process much more cotton made the large cotton industry in the south viable instead of a niche industry.</p><p></p><p>Another thing is the search for markets. With the large production capacity through industrialization you quickly reach the point where the local market is saturated and you need to expand ever further to sell your products and eventually someone will realize that goblins, kobolds or minotaurs also have gold.</p><p></p><p>And there is colonialism. Industrialization requires raw ressources and as mentioned above people who buy finished products. Both can be solved by conquering other, preferably unexploited, territories. In a magic setting you of course would not plant flags but teleport circles or instead of travelling the world do planar colonialism.</p><p></p><p>The main magic influence on industrialization would be imo artificing/magic item making. Spellcasting alone would not be able to match the demand. But it could be the start of having a large scale magical education to create more wizards.</p></blockquote><p></p>
[QUOTE="Derren, post: 7877599, member: 2518"] The weapons in core D&D are already rennaisance technology, they just ommit firearms which existed alongside plate armor (unless they add pirates to the setting). One of the biggest changes a industrial revolution would bring is imo economical and the relation to monsters. In the IR there was a massive movement from the country into the cities and the factories that sprung up everywhere had a large demand for labor. Somewhere someone will have the idea to hire monster races either as low paid workers or slaves. Dont forget that it were advancements in textile machines supercharged the slavery in the USA because the ability to process much more cotton made the large cotton industry in the south viable instead of a niche industry. Another thing is the search for markets. With the large production capacity through industrialization you quickly reach the point where the local market is saturated and you need to expand ever further to sell your products and eventually someone will realize that goblins, kobolds or minotaurs also have gold. And there is colonialism. Industrialization requires raw ressources and as mentioned above people who buy finished products. Both can be solved by conquering other, preferably unexploited, territories. In a magic setting you of course would not plant flags but teleport circles or instead of travelling the world do planar colonialism. The main magic influence on industrialization would be imo artificing/magic item making. Spellcasting alone would not be able to match the demand. But it could be the start of having a large scale magical education to create more wizards. [/QUOTE]
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The Transition of a D&D World into the Industrial Era
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