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Worlds of Design: Baseline Assumptions of Fantasy RPGs
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<blockquote data-quote="Minigiant" data-source="post: 8126162" data-attributes="member: 63508"><p>Actual I use "rich people aren't stupid and buy things" assumption</p><p></p><p><strong>Transportation</strong></p><p>I see the base assumption as Early Renaissance. There are clear roadways and old paths are maintained if safe. Early frigates are being used and engineers are now putting early cannons on ships but ship guns are fewand far between as avies are just now being developed. Nobles and royals who are friendly with the few open mages have access to transportation magic items like portals. </p><p></p><p><strong>Communication</strong></p><p>Proceeds at the speed of horse or ship. However things like the Battle of Louisiana wouldn't happen as major powers of that level would be able to leverage magic to inform the battlefront in quick secure channels.</p><p></p><p><strong>State of Political Entities</strong></p><p>Governance is based on racial or religious culture. Rulership favors men but more lawful races like humans, elves, and dwarves will not defy a queen or duchy if the rules state she is the head of any area by chance or machinations. States can be republics, theorachies, magocracies etc based on the dominant race or religion..</p><p><strong></strong></p><p><strong>Commonality of Magic</strong></p><p>Magic users and magic items are rare... for the poor. The wealthy and the powerful have access to magical allies and items. And that's if they aren't a magic user themselves. However the wilds is littered with magic. Getting access to it is dangerous.</p><p><strong></strong></p><p><strong>Commonality of Adventurers</strong></p><p>Adventurers is a specialty job. They would be as common as.. let's say... lawyers in pursuit except their high mortality rate at the job makes them as common as specialty lawyers.</p><p><strong></strong></p><p><strong>Commonality of Monsters</strong></p><p>Monsters are common. The thing is that they are <strong>separated</strong>. There are a lot of orcs but they are almost all waaaaaaay over there. And there are dangerous wilds and other monsters in between. The quests happen when something or someone cause the monsters to move.</p><p><strong></strong></p><p><strong>Length of History and Rate of Change</strong></p><p>Changes is slow. Again with travel dangerous in many areas, scholars develop technology independently. And some races like dwarves, elves, and halflings are so content with teir tech level that there is no pursuit of tech advancement.</p><p></p><p><strong></strong></p><p><strong>Level of Technology </strong></p><p>Late medieval to Early Rennaissance level for most civilized races. Babrbaric people are straight pre-Classical to high Medieval.</p><p></p><p><strong>Warfare and the Military </strong></p><p>Warfare is late medieval. Base D&D is weird and don't do sieges. War are rare but big. Nations don'ttake over each other much though. It's all civil wars or occupations from stateless armies.</p><p></p><p><strong>Religion </strong></p><p>People are religious. Religions are organized like Catholics but follow multiple deities or churches of allied dieties do not compete for flock.</p><p></p><p><strong>Demography</strong></p><p>Stable nations are saturated with small 100 people farming villages and mining/logging towns. Only a few big cities in stable countries. Unstable places and border kingdoms are littered with small baronies of a few thousand like folk.</p><p></p><p><strong>Climate</strong></p><p>Most of the world is a cool temperate. Mild summers. Bad but comfortable winters. All this is bordered by badlands of extreme temperature or precipitation. <u>Woodland is dominant.</u> Then unnatural grassland (chopped woods or drained marsh) then wetland then mountains then natural grassland then deserts.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 8126162, member: 63508"] Actual I use "rich people aren't stupid and buy things" assumption [B]Transportation[/B] I see the base assumption as Early Renaissance. There are clear roadways and old paths are maintained if safe. Early frigates are being used and engineers are now putting early cannons on ships but ship guns are fewand far between as avies are just now being developed. Nobles and royals who are friendly with the few open mages have access to transportation magic items like portals. [B]Communication[/B] Proceeds at the speed of horse or ship. However things like the Battle of Louisiana wouldn't happen as major powers of that level would be able to leverage magic to inform the battlefront in quick secure channels. [B]State of Political Entities[/B] Governance is based on racial or religious culture. Rulership favors men but more lawful races like humans, elves, and dwarves will not defy a queen or duchy if the rules state she is the head of any area by chance or machinations. States can be republics, theorachies, magocracies etc based on the dominant race or religion.. [B] Commonality of Magic[/B] Magic users and magic items are rare... for the poor. The wealthy and the powerful have access to magical allies and items. And that's if they aren't a magic user themselves. However the wilds is littered with magic. Getting access to it is dangerous. [B] Commonality of Adventurers[/B] Adventurers is a specialty job. They would be as common as.. let's say... lawyers in pursuit except their high mortality rate at the job makes them as common as specialty lawyers. [B] Commonality of Monsters[/B] Monsters are common. The thing is that they are [B]separated[/B]. There are a lot of orcs but they are almost all waaaaaaay over there. And there are dangerous wilds and other monsters in between. The quests happen when something or someone cause the monsters to move. [B] Length of History and Rate of Change[/B] Changes is slow. Again with travel dangerous in many areas, scholars develop technology independently. And some races like dwarves, elves, and halflings are so content with teir tech level that there is no pursuit of tech advancement. [B] Level of Technology [/B] Late medieval to Early Rennaissance level for most civilized races. Babrbaric people are straight pre-Classical to high Medieval. [B]Warfare and the Military [/B] Warfare is late medieval. Base D&D is weird and don't do sieges. War are rare but big. Nations don'ttake over each other much though. It's all civil wars or occupations from stateless armies. [B]Religion [/B] People are religious. Religions are organized like Catholics but follow multiple deities or churches of allied dieties do not compete for flock. [B]Demography[/B] Stable nations are saturated with small 100 people farming villages and mining/logging towns. Only a few big cities in stable countries. Unstable places and border kingdoms are littered with small baronies of a few thousand like folk. [B]Climate[/B] Most of the world is a cool temperate. Mild summers. Bad but comfortable winters. All this is bordered by badlands of extreme temperature or precipitation. [U]Woodland is dominant.[/U] Then unnatural grassland (chopped woods or drained marsh) then wetland then mountains then natural grassland then deserts. [/QUOTE]
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