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Worlds of Design: A Time for Change
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<blockquote data-quote="Scott Christian" data-source="post: 7799551" data-attributes="member: 6901101"><p>I find the rationale and logic behind fantasy to be achievable. However, I do believe to have this setup, things like magic and monsters need to adjusted from the normal D&D setting. I like the idea that some things can't be tamed, some things are too labor intense to do for everyone, and still others might not react the same way on the world (ie. gunpowder) or the elements aren't as common. But, there are times it's very hard to rationalize. Things like magic missile and light are good examples. The workarounds have been interesting and sometimes funny - like how all caves now have glowing moss or mushrooms that let off dim light. <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>But I think the best way to approach it is just build from the ground up a timeline and control the variables. I have an eight hundred year old kingdom in my world, and it's been stagnant (aside from small advancements) for five hundred years. But the limited amount of magic and vast uninhabited lands (and a hundred year war) makes it that way. </p><p></p><p>As for predators, I prefer a Witcher style monster setup. The wyvern has its home in the mountaintops and hunts the plateau for sheep, so on and so forth.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 7799551, member: 6901101"] I find the rationale and logic behind fantasy to be achievable. However, I do believe to have this setup, things like magic and monsters need to adjusted from the normal D&D setting. I like the idea that some things can't be tamed, some things are too labor intense to do for everyone, and still others might not react the same way on the world (ie. gunpowder) or the elements aren't as common. But, there are times it's very hard to rationalize. Things like magic missile and light are good examples. The workarounds have been interesting and sometimes funny - like how all caves now have glowing moss or mushrooms that let off dim light. ;) But I think the best way to approach it is just build from the ground up a timeline and control the variables. I have an eight hundred year old kingdom in my world, and it's been stagnant (aside from small advancements) for five hundred years. But the limited amount of magic and vast uninhabited lands (and a hundred year war) makes it that way. As for predators, I prefer a Witcher style monster setup. The wyvern has its home in the mountaintops and hunts the plateau for sheep, so on and so forth. [/QUOTE]
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