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D&D Older Editions, OSR, & D&D Variants
What do you ban? (3.5)
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<blockquote data-quote="JamesonCourage" data-source="post: 5446362" data-attributes="member: 6668292"><p>I can post this is you'd like, though it's pages long, with unique races, unique nations, etc. Even the races common to D&D and my game are different (the D&D dwarf is not the same as the dwarf in my game). The document isn't that long (about a dozen pages, I believe), though it is fairly straightforward.</p><p></p><p></p><p></p><p>Well, consider how long the dark ages through the middle ages lasted. It was hundreds of years. Technology is only now growing at an exponential rate; it's why we call our current age the information age.</p><p></p><p>Everything within the setting has been fine-tuned around the concept of the a semi-European medieval setting. If I allow actual advances in technology, it would realistically snowball, and the carefully constructed economic system would be changed fundamentally if, say, one of the players discovered gunpowder.</p><p></p><p>In-game, this is easily explainable: you didn't think of it. You might come up with a new use of alchemy, sure. Something not in the book I wrote. However, any substantial advances in technology would drastically take away from the setting I run, as if I wanted to realistically run that technological advancement, you can nearly guarantee that nations would begin to produce said product.</p><p></p><p>These players are living in a swords and sorcery fantasy world, and advancing technology in any meaningful simply defeats that purpose. Now, this is something that another GM could easily allow using my system, and I'd like to think that my system supports that change fairly well, though I'll admit to it being untested.</p><p></p><p>Simply put: to allow a player to advance technology (not that I think their character would probably be capable, realistically), I would have to adjust the entire setting over time. Simply not allowing their characters the chance to advance technology is a personal preference, but one that other GMs could ignore. Though I'd argue that outside of some amazing skill checks, they simply could not come up with that technology. To my own bane, however, if someone was so interested, they could specialize enough to achieve those skill checks successfully and regularly.</p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5446362, member: 6668292"] I can post this is you'd like, though it's pages long, with unique races, unique nations, etc. Even the races common to D&D and my game are different (the D&D dwarf is not the same as the dwarf in my game). The document isn't that long (about a dozen pages, I believe), though it is fairly straightforward. Well, consider how long the dark ages through the middle ages lasted. It was hundreds of years. Technology is only now growing at an exponential rate; it's why we call our current age the information age. Everything within the setting has been fine-tuned around the concept of the a semi-European medieval setting. If I allow actual advances in technology, it would realistically snowball, and the carefully constructed economic system would be changed fundamentally if, say, one of the players discovered gunpowder. In-game, this is easily explainable: you didn't think of it. You might come up with a new use of alchemy, sure. Something not in the book I wrote. However, any substantial advances in technology would drastically take away from the setting I run, as if I wanted to realistically run that technological advancement, you can nearly guarantee that nations would begin to produce said product. These players are living in a swords and sorcery fantasy world, and advancing technology in any meaningful simply defeats that purpose. Now, this is something that another GM could easily allow using my system, and I'd like to think that my system supports that change fairly well, though I'll admit to it being untested. Simply put: to allow a player to advance technology (not that I think their character would probably be capable, realistically), I would have to adjust the entire setting over time. Simply not allowing their characters the chance to advance technology is a personal preference, but one that other GMs could ignore. Though I'd argue that outside of some amazing skill checks, they simply could not come up with that technology. To my own bane, however, if someone was so interested, they could specialize enough to achieve those skill checks successfully and regularly. [/QUOTE]
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