Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
times they are a changen....
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="barsoomcore" data-source="post: 330775" data-attributes="member: 812"><p><strong>Re: Campaigns</strong></p><p></p><p></p><p>Well, there's some value in this sort of thinking but to my mind it ignores some fundamental differences between magic and political power. I did a lot of thinking about this when setting up my campaign and especially in contemplating the effects of high-powered spellcasters on world events.</p><p></p><p>Thing is, any nuclear (or otherwise political) superpower is dependent on certain social/economic realities. That is, their power only exists within a socioeconomic context. Take the context away (Viva La Revolution!) and the power disappears.</p><p></p><p>Magic's not like that. A spell-casting wizard with meteor swarm is NOT like the USSR. For the USSR to, say, invade Pakistan, is a huge commitment of time and resources. It will take years to organize their forces (which they will have to draw from other fronts, leaving them vulnerable there), and world history proves over and over that NO superpower is ever assured of victory, no matter what the odds look like. It's expensive, risky and hard to recover from.</p><p></p><p>But if super-wizard teleports in and Meteor Swarms a fifth-level party, what has that cost him? A couple of spell slots? Big deal. Why on earth would he go to all the trouble of finding and hiring mercenaries to take care of this problem when he can do it himself in literally minutes? At no cost or risk to himself? He's not dependent on any sort of socioeconomic context -- he doesn't care if the peasant revolt or East Germany kicks off the traces. None of that affects HIS power at all.</p><p></p><p>This is big difference between magical power and political power -- separation from any context that might limit the power. That has drastic consequences that I've never seen a D&D campaign (aside from mine, of course) address.</p><p></p><p></p><p>Well, not necessarily. But you'd sure want to be careful. On Barsoom, only the nastiest, cunningiest, most ruthless, paranoid and thorough freaks ever survive to become high level. This ensures that they're a bunch of constantly-terrified cowards who never reveal themselves if they can possibly avoid it. That does make it easier for an adventuring party to get along to some degree -- and if they fight off one attack it tends to send their enemy scampering for the hills, afraid to risk another attempt.</p><p></p><p>It gets pretty funny when 40th-level demigods are afraid of 5th-level Rogues. Heh.</p><p></p><p>EDIT: formatting</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 330775, member: 812"] [b]Re: Campaigns[/b] Well, there's some value in this sort of thinking but to my mind it ignores some fundamental differences between magic and political power. I did a lot of thinking about this when setting up my campaign and especially in contemplating the effects of high-powered spellcasters on world events. Thing is, any nuclear (or otherwise political) superpower is dependent on certain social/economic realities. That is, their power only exists within a socioeconomic context. Take the context away (Viva La Revolution!) and the power disappears. Magic's not like that. A spell-casting wizard with meteor swarm is NOT like the USSR. For the USSR to, say, invade Pakistan, is a huge commitment of time and resources. It will take years to organize their forces (which they will have to draw from other fronts, leaving them vulnerable there), and world history proves over and over that NO superpower is ever assured of victory, no matter what the odds look like. It's expensive, risky and hard to recover from. But if super-wizard teleports in and Meteor Swarms a fifth-level party, what has that cost him? A couple of spell slots? Big deal. Why on earth would he go to all the trouble of finding and hiring mercenaries to take care of this problem when he can do it himself in literally minutes? At no cost or risk to himself? He's not dependent on any sort of socioeconomic context -- he doesn't care if the peasant revolt or East Germany kicks off the traces. None of that affects HIS power at all. This is big difference between magical power and political power -- separation from any context that might limit the power. That has drastic consequences that I've never seen a D&D campaign (aside from mine, of course) address. Well, not necessarily. But you'd sure want to be careful. On Barsoom, only the nastiest, cunningiest, most ruthless, paranoid and thorough freaks ever survive to become high level. This ensures that they're a bunch of constantly-terrified cowards who never reveal themselves if they can possibly avoid it. That does make it easier for an adventuring party to get along to some degree -- and if they fight off one attack it tends to send their enemy scampering for the hills, afraid to risk another attempt. It gets pretty funny when 40th-level demigods are afraid of 5th-level Rogues. Heh. EDIT: formatting [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
times they are a changen....
Top