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
*Dungeons & Dragons
Worlds of Design: Baseline Assumptions of Fantasy RPGs
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="Aldarc" data-source="post: 8127410" data-attributes="member: 5142"><p>Ad hominems aside, the use of "fantasy elf game" is not meant as any rude dismissal of how people engage the hobby but as a friendly reminder <em>of</em> the subject matter that we are engaging: not actual history with historical veracity and hardwired rules or laws, but a work of <em>mutable fantasy fiction</em> whose fiction has changed with every edition and even within editions. </p><p></p><p>Going back to an earlier post, [USER=7025508]@Crimson Longinus[/USER] raised a point about how magic is depicted in other fiction, wherein sometimes it requires someone to be born with the "spark" of magic. One major issue is that D&D does not present <em>a path</em> to magic. It presents <em>multiple paths </em>to magic without suggesting anything resolute about what is required for magic. The source materials are even inconsistent about its frequency or prevalence. This is largely because D&D tries to walk the line between its own multiverse setting and a fantasy elf game tool kit for general purpose homebrews. And it's often afraid of saying too much that invalidates the latter. </p><p></p><p>Let's see here. In 5e magic requires bloodlines or a freak accident (e.g., Sorcerer). It can be learned in school (e.g., Bardic Colleges, Wizarding Academy, etc.). It can require a pact with a patron (e.g., Warlock). It can be learned as a craft (e.g., Artificer or even magewrights in Eberron). It can be part of a divine or primal calling associated with spiritual practices (e.g., Cleric, Druid). One can even train in arms and armor to achieve a respectable usage in magic: e.g., Paladin, Ranger, Eldritch Knight, etc. There are even bladesinging and war magic traditions that allows training in some weapons and armor while also learning wizardry. So clearly the learning of arms and magic aren't as incompatible as some imagine. No surprise. We are in a edition where the Dev's answer for nearly every class is to give it magical spells. </p><p></p><p>Or even multiclassing. Does wizardry really take that long to learn if a fighter can pick up a level of wizard after a few sessions? Is nobility truly incompatible with wizardry or sorcery when 5e presumes that you can take any background, including Noble, at 1st level? As others have reminded us, PCs may operate by different rules than NPCs, but if that's the case should we really be appealing character creation rules for wizards in AD&D or 3e to make the case about the age or stat requirements for wizards? How many wizards are out in the world? If you are the GM, the answer is as many as you need or want there to be. </p><p></p><p>This is all to say that the gateways preventing magocracies are largely of our own post hoc construction to justify the prevalent aesthetics rather than anything inherent about the fiction of D&D. It's an aesthetic rooted in things like an elderly Merlin who plays a supporting role to King Arthur and the Knights of the Round Table or Gandalf the Grey/White supporting the "muggle" case of the fellowship. </p><p></p><p>The point that I raised to start this all is merely that I'm surprised that we don't see more world-building in D&D with magocracies and magically-inclined nobles. I honestly probably would not pick the Wizard as the profession of choice for nobles. Instead, I would probably pick either Sorcerers (it's all in the blood) or Bards, which strike a nice balance between arms training, jack-of-all-trades skills, charisma, diplomacy, and enchanting/illusion magic.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 8127410, member: 5142"] Ad hominems aside, the use of "fantasy elf game" is not meant as any rude dismissal of how people engage the hobby but as a friendly reminder [I]of[/I] the subject matter that we are engaging: not actual history with historical veracity and hardwired rules or laws, but a work of [I]mutable fantasy fiction[/I] whose fiction has changed with every edition and even within editions. Going back to an earlier post, [USER=7025508]@Crimson Longinus[/USER] raised a point about how magic is depicted in other fiction, wherein sometimes it requires someone to be born with the "spark" of magic. One major issue is that D&D does not present [I]a path[/I] to magic. It presents [I]multiple paths [/I]to magic without suggesting anything resolute about what is required for magic. The source materials are even inconsistent about its frequency or prevalence. This is largely because D&D tries to walk the line between its own multiverse setting and a fantasy elf game tool kit for general purpose homebrews. And it's often afraid of saying too much that invalidates the latter. Let's see here. In 5e magic requires bloodlines or a freak accident (e.g., Sorcerer). It can be learned in school (e.g., Bardic Colleges, Wizarding Academy, etc.). It can require a pact with a patron (e.g., Warlock). It can be learned as a craft (e.g., Artificer or even magewrights in Eberron). It can be part of a divine or primal calling associated with spiritual practices (e.g., Cleric, Druid). One can even train in arms and armor to achieve a respectable usage in magic: e.g., Paladin, Ranger, Eldritch Knight, etc. There are even bladesinging and war magic traditions that allows training in some weapons and armor while also learning wizardry. So clearly the learning of arms and magic aren't as incompatible as some imagine. No surprise. We are in a edition where the Dev's answer for nearly every class is to give it magical spells. Or even multiclassing. Does wizardry really take that long to learn if a fighter can pick up a level of wizard after a few sessions? Is nobility truly incompatible with wizardry or sorcery when 5e presumes that you can take any background, including Noble, at 1st level? As others have reminded us, PCs may operate by different rules than NPCs, but if that's the case should we really be appealing character creation rules for wizards in AD&D or 3e to make the case about the age or stat requirements for wizards? How many wizards are out in the world? If you are the GM, the answer is as many as you need or want there to be. This is all to say that the gateways preventing magocracies are largely of our own post hoc construction to justify the prevalent aesthetics rather than anything inherent about the fiction of D&D. It's an aesthetic rooted in things like an elderly Merlin who plays a supporting role to King Arthur and the Knights of the Round Table or Gandalf the Grey/White supporting the "muggle" case of the fellowship. The point that I raised to start this all is merely that I'm surprised that we don't see more world-building in D&D with magocracies and magically-inclined nobles. I honestly probably would not pick the Wizard as the profession of choice for nobles. Instead, I would probably pick either Sorcerers (it's all in the blood) or Bards, which strike a nice balance between arms training, jack-of-all-trades skills, charisma, diplomacy, and enchanting/illusion magic. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Worlds of Design: Baseline Assumptions of Fantasy RPGs
Top