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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Worldbuilding, nonhumans, and the inaccurarcy of Earth parallels
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="DrunkonDuty" data-source="post: 4331378" data-attributes="member: 54364"><p>Hey CSL.</p><p></p><p>Another thought provoking thread. I'm just going to respond to your initial post so sorry if I go over stuff that's already covered by other respondants.</p><p></p><p>Speaking as an inveterate world builder the questions you've asked are important ones to me. But I'd disagree with the answers you've come up with. </p><p></p><p>to discuss a couple of your specific examples first:</p><p></p><p>If important natural resources are guarded by Gobbos (et. al.) either people will trade for them or take them by force. Or, conversely, the Gobbos with their monopoly on important natural resources will come to dominate the humans (economically, militarily, culturally). And if there can be cross-cultural information exchange between Dwarves and humans why not Gobbos and humans? It won't be all war just because Goblins are supposed to be evil. Least ways not in my games. </p><p></p><p>This would be a good time to segueway into racial determinism in RPGs. I'll try to be brief. As has been pointed out this idea of racial determinism has its roots in good old fashioned 19thC racism. It continues into modern fantasy through the likes of LotR and Conan.* I don't use racial determinism in my games much. Oh the basic tropes are there: Orcs are big, rather violent and uncivilised but they're not necessarily evil or opposed to humanity. But I've gone on at great (read: interminable) length on this topic in other threads and will spare folks from it this time.</p><p></p><p>But I'm getting side tracked off your main point: a game world not changing.</p><p></p><p>It's a pretty common trope in fantasy that there 'were giants in those days.' By which I mean, there was a golden age in the past. Frequently things have changed over the centuries but in this case in a bad way.</p><p></p><p>Some games specifically go against this trope: the rising Empire, an age of glory opening, pushing back the darkness. All that ripe for adventure goodness. A common golden age sci-fi trope come to think of it.</p><p></p><p>There's been other suggestions for why people keep their game worlds more or less static. From different physics making industrial development difficult to magic making it unnecessary. Of the two I prefer the latter. **</p><p></p><p>Why develop a steam powered engine when magic does the job already and for less cost? There has to be a tangible reward for the effort of investing in a new technology. The society that invested it's resources (work hours, natural resource, financial, etc) into developing the coal powered steam engine would lose out to the society that had golem power. The only reason to switch over to steam engines would be if golem power proved less viable than coal powered steam. Maybe the golems go on strike or revolt and overthrow their squishy masters or, much more mundane, coal power works out more cost effective.</p><p></p><p>Ooh, there's a mini-campaign: The golems have been superceded by steam engines and are being 'decommisioned.' And since no-one likes to be euphamised the golems revolt. The PCs can either take the role of golem freedom fighters or Blade Runner-style golem killers. Would that fit into Eberron do you think? Does Eberron have unicorns?</p><p></p><p>My Dwarven campaign has a great deal of background material. I'll admit I've not given a lot of specific thought to Dwarven technological advances (or lack of same.) But thoughts I have had include: Dwarven reverence for the ancestors and the crafts (and culture in general) as passed down from ancient days encourage a certain cultural conservatism. The long life of the Dwarves also encourages cultural conservatism. There have been changes, but these are rather specific like bigger and better water wheels driving bigger and better machines: quantitative rather than qualitative. Not all changes I've considered have been tech. For instance I've had opera go out of style then come back in a few centuries later. Styles of sculpture and architecture have changed too. Although WHY I would bother to dream this up for a game in which it will never become important I can't say. Call me an 'inveterate world builder.' Or crazy, either is fair.</p><p></p><p>And as someone said above: half of human history had passed by the time Cyrus conquered the Medes. (!) Yet anyone from that time wouldn't be too out of place in middle ages Europe. Plows are basically still plows, swords are swords. King lives in big castle, peasant in small hovel. Monotheism. </p><p></p><p>The world changes very slowly. Technological change does gather momentum of course, but it takes a long time to build that momentum.</p><p></p><p>And here's a thought: many campaigns revolve around the PCs fighting to retain, or recreate, a romanticised, Fabian Socialist Utopia in the face of hostile change. There ya go, I've said it: PCs are agents of cultural conservatism. They're happy to maintain a status quo in which Kings live in castles and peasants in hovels as long as there's lots of phat lewt. Even the precocious, young farm-boy is happy to be a class traitor as long as he gets to marry the princess at the end of it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>*The implications of real world racial determinism in Howard's stuff does make my modern, 21st C sensibilities crawl with discomfort.</p><p></p><p>** Although tech based on the 4 Aristotlean Elements would be cool.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 4331378, member: 54364"] Hey CSL. Another thought provoking thread. I'm just going to respond to your initial post so sorry if I go over stuff that's already covered by other respondants. Speaking as an inveterate world builder the questions you've asked are important ones to me. But I'd disagree with the answers you've come up with. to discuss a couple of your specific examples first: If important natural resources are guarded by Gobbos (et. al.) either people will trade for them or take them by force. Or, conversely, the Gobbos with their monopoly on important natural resources will come to dominate the humans (economically, militarily, culturally). And if there can be cross-cultural information exchange between Dwarves and humans why not Gobbos and humans? It won't be all war just because Goblins are supposed to be evil. Least ways not in my games. This would be a good time to segueway into racial determinism in RPGs. I'll try to be brief. As has been pointed out this idea of racial determinism has its roots in good old fashioned 19thC racism. It continues into modern fantasy through the likes of LotR and Conan.* I don't use racial determinism in my games much. Oh the basic tropes are there: Orcs are big, rather violent and uncivilised but they're not necessarily evil or opposed to humanity. But I've gone on at great (read: interminable) length on this topic in other threads and will spare folks from it this time. But I'm getting side tracked off your main point: a game world not changing. It's a pretty common trope in fantasy that there 'were giants in those days.' By which I mean, there was a golden age in the past. Frequently things have changed over the centuries but in this case in a bad way. Some games specifically go against this trope: the rising Empire, an age of glory opening, pushing back the darkness. All that ripe for adventure goodness. A common golden age sci-fi trope come to think of it. There's been other suggestions for why people keep their game worlds more or less static. From different physics making industrial development difficult to magic making it unnecessary. Of the two I prefer the latter. ** Why develop a steam powered engine when magic does the job already and for less cost? There has to be a tangible reward for the effort of investing in a new technology. The society that invested it's resources (work hours, natural resource, financial, etc) into developing the coal powered steam engine would lose out to the society that had golem power. The only reason to switch over to steam engines would be if golem power proved less viable than coal powered steam. Maybe the golems go on strike or revolt and overthrow their squishy masters or, much more mundane, coal power works out more cost effective. Ooh, there's a mini-campaign: The golems have been superceded by steam engines and are being 'decommisioned.' And since no-one likes to be euphamised the golems revolt. The PCs can either take the role of golem freedom fighters or Blade Runner-style golem killers. Would that fit into Eberron do you think? Does Eberron have unicorns? My Dwarven campaign has a great deal of background material. I'll admit I've not given a lot of specific thought to Dwarven technological advances (or lack of same.) But thoughts I have had include: Dwarven reverence for the ancestors and the crafts (and culture in general) as passed down from ancient days encourage a certain cultural conservatism. The long life of the Dwarves also encourages cultural conservatism. There have been changes, but these are rather specific like bigger and better water wheels driving bigger and better machines: quantitative rather than qualitative. Not all changes I've considered have been tech. For instance I've had opera go out of style then come back in a few centuries later. Styles of sculpture and architecture have changed too. Although WHY I would bother to dream this up for a game in which it will never become important I can't say. Call me an 'inveterate world builder.' Or crazy, either is fair. And as someone said above: half of human history had passed by the time Cyrus conquered the Medes. (!) Yet anyone from that time wouldn't be too out of place in middle ages Europe. Plows are basically still plows, swords are swords. King lives in big castle, peasant in small hovel. Monotheism. The world changes very slowly. Technological change does gather momentum of course, but it takes a long time to build that momentum. And here's a thought: many campaigns revolve around the PCs fighting to retain, or recreate, a romanticised, Fabian Socialist Utopia in the face of hostile change. There ya go, I've said it: PCs are agents of cultural conservatism. They're happy to maintain a status quo in which Kings live in castles and peasants in hovels as long as there's lots of phat lewt. Even the precocious, young farm-boy is happy to be a class traitor as long as he gets to marry the princess at the end of it! ;) *The implications of real world racial determinism in Howard's stuff does make my modern, 21st C sensibilities crawl with discomfort. ** Although tech based on the 4 Aristotlean Elements would be cool. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Worldbuilding, nonhumans, and the inaccurarcy of Earth parallels
Top