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Worlds of Design: Baseline Assumptions of Fantasy RPGs
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<blockquote data-quote="Tonguez" data-source="post: 8126262" data-attributes="member: 1125"><p>bravo, thats a much more accurate list of assumptions.</p><p></p><p>The whole idea of Adventurers as a specialty job actually goes a long way to explain lots of whole the rest of the world works. I’ve always considered Adventuring parties to be mercenary companies like the Routiers who teerosied France during the 100 years war. Youve can these highly skilled teams with access to powers and magic killing things for hire.</p><p></p><p>Politics and Productivity (Points of Light?)</p><p>1. The Independent Barony is the favoured political model because its about Adventuring heroes clearing regions of monsters so they can be held by the patron Lord. Magic helps to make land more productive so famine and disease is rare for the peasants seeking protection</p><p></p><p>Gold Standard, Class and Wealth gap</p><p>2Gold becomes ubiquitous in trade because its an easier means to pay for mercenary adventurers. Theres also a wide wealth gap between gold using Nobles and Peasants - Adventuring is One of the few ways to bridge the gap.</p><p></p><p>Demographics, Travel, Communication and Technology Stagnation</p><p>3 Peasants are stuck in their village, virtually feudal, under protection of the Lord who have means to keep the monsters away. Having biologically different races also encourages parochialism, but Nobles can access magic to communicate and travel over long distance.</p><p></p><p>This limited mobility though does lead to technology stagnating.</p><p>Gender isnt an issue because magic means that strict division of labour isnt required</p><p></p><p>4 Most warfare is in the form of small scale raids, sieges dont happen because why waste resources on sustaining your army when 4 skilled Adventurers can easily overthrow the enemy stronghold for you?</p></blockquote><p></p>
[QUOTE="Tonguez, post: 8126262, member: 1125"] bravo, thats a much more accurate list of assumptions. The whole idea of Adventurers as a specialty job actually goes a long way to explain lots of whole the rest of the world works. I’ve always considered Adventuring parties to be mercenary companies like the Routiers who teerosied France during the 100 years war. Youve can these highly skilled teams with access to powers and magic killing things for hire. Politics and Productivity (Points of Light?) 1. The Independent Barony is the favoured political model because its about Adventuring heroes clearing regions of monsters so they can be held by the patron Lord. Magic helps to make land more productive so famine and disease is rare for the peasants seeking protection Gold Standard, Class and Wealth gap 2Gold becomes ubiquitous in trade because its an easier means to pay for mercenary adventurers. Theres also a wide wealth gap between gold using Nobles and Peasants - Adventuring is One of the few ways to bridge the gap. Demographics, Travel, Communication and Technology Stagnation 3 Peasants are stuck in their village, virtually feudal, under protection of the Lord who have means to keep the monsters away. Having biologically different races also encourages parochialism, but Nobles can access magic to communicate and travel over long distance. This limited mobility though does lead to technology stagnating. Gender isnt an issue because magic means that strict division of labour isnt required 4 Most warfare is in the form of small scale raids, sieges dont happen because why waste resources on sustaining your army when 4 skilled Adventurers can easily overthrow the enemy stronghold for you? [/QUOTE]
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