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<blockquote data-quote="AFGNCAAP" data-source="post: 1423844" data-attributes="member: 871"><p>A nice, pre-Eberron example of a setting where the effects of magic (esp. D&D-style magic) are visible on society: Zork.</p><p></p><p>No, I'm not kidding. Zork.</p><p></p><p>Spells are <em>extremely</em> specific in what they can do. One certain spell is used to knead dough. Another turns purple things invisible. Yet another spell is used to make forms in triplicate, while a different (yet easily similar/confusable) spell reduces a big city to tiny ashes. Magic pervades items in the society--whether it's a magic lamp, an elven sword, a pouch of Zork Rocks (which explode when mized with cola), magical vending machines, etc. There are countless spells, able to cover countless possibilities (as long as you're able to write them all down--Zork really plays on the "fire-&-forget" aspect of magic in D&D). Magic is insitutionalized & taught at the university level--being a magic-user is a lot like being a college student going for his/her bachelors, masters, or doctorate degree.</p><p></p><p>Magic is everywhere, & a lot of the in-game anachronisms (though supposedly set in a medieval society) are explained due to magic. Society in Zork is drastically affected by the loss of magic (dough-kneading spells fail to work, forms aren't created in triplicate anymore, purple things are still purple, etc.); the return of magic is a really big deal.</p><p></p><p>It's like technology, except that there isn't different kinds of energy sources that are used (electricity, steam, wind, sun, fossil fuels, etc.)--it's all based on magic.</p><p></p><p>But seriously, look at Zork. It may be a comedic locale, but it does give you a peek at what happens when a setting is truly high-magic.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1423844, member: 871"] A nice, pre-Eberron example of a setting where the effects of magic (esp. D&D-style magic) are visible on society: Zork. No, I'm not kidding. Zork. Spells are [I]extremely[/I] specific in what they can do. One certain spell is used to knead dough. Another turns purple things invisible. Yet another spell is used to make forms in triplicate, while a different (yet easily similar/confusable) spell reduces a big city to tiny ashes. Magic pervades items in the society--whether it's a magic lamp, an elven sword, a pouch of Zork Rocks (which explode when mized with cola), magical vending machines, etc. There are countless spells, able to cover countless possibilities (as long as you're able to write them all down--Zork really plays on the "fire-&-forget" aspect of magic in D&D). Magic is insitutionalized & taught at the university level--being a magic-user is a lot like being a college student going for his/her bachelors, masters, or doctorate degree. Magic is everywhere, & a lot of the in-game anachronisms (though supposedly set in a medieval society) are explained due to magic. Society in Zork is drastically affected by the loss of magic (dough-kneading spells fail to work, forms aren't created in triplicate anymore, purple things are still purple, etc.); the return of magic is a really big deal. It's like technology, except that there isn't different kinds of energy sources that are used (electricity, steam, wind, sun, fossil fuels, etc.)--it's all based on magic. But seriously, look at Zork. It may be a comedic locale, but it does give you a peek at what happens when a setting is truly high-magic. [/QUOTE]
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