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Worlds of Design: When Technology Changes the Game
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<blockquote data-quote="lewpuls" data-source="post: 8065313" data-attributes="member: 30518"><p>Any change you make from the real world will have consequences, possibly massive consequences. If you want your world to hold together, you have to figure out those consequences, which is hard to do. <strong>Please Note:</strong> This article contains spoilers for the <strong>Blood in the Stars</strong> and <strong>Star Wars</strong> series.</p><p></p><p style="text-align: center">[ATTACH=full]124735[/ATTACH]</p> <p style="text-align: center"><a href="https://pixabay.com/vectors/stone-age-caveman-primitive-4462628/" target="_blank">Picture courtesy of Pixabay.</a></p><p></p><p><span style="font-size: 18px"><strong>Technology Matters</strong></span></p><p></p><p>The impact of technology can be a challenge for world builders, especially those who don’t know much about real world history. Any change you make from the real world will have consequences, possibly massive consequences. If you want your world to hold together, you have to figure out those consequences, which admittedly is hard to do.</p><p></p><p>There’s a tendency for fantasy and science fiction settings to be set in stone, to be unchangeable in technology and culture, in order to simplify the narrative. The <strong>Star Wars</strong> universe has seen space travel be used for thousands of years with very little technological change. J.R.R. Tolkien’s Middle Earth is similarly stuck in a technological rut.</p><p></p><p>But unchanging technology is somewhere between completely unbelievable and simply unbelievable. Things change over time, and as things change that causes other things to change. Something as minor as the development of a horse collar that didn’t choke draft horses (during the Middle Ages) meant that Germany with its heavy soils could be opened up to farming and big population growth. If your world is going to be believable, you have to consider the consequences of the state of technology and culture.</p><p></p><p><span style="font-size: 18px"><strong>Some Examples</strong></span></p><p></p><p>The author of the <strong><a href="https://en.wikipedia.org/wiki/Temeraire_(series)" target="_blank">Temeraire series</a></strong>, where dragons are added to the real world, struggled with consequences. At her starting point, in the Napoleonic Wars, history had been entirely unaffected by the presence of large numbers of dragons in warfare for centuries! But as she went along, history and her world diverged drastically because of the consequences of dragons.</p><p></p><p>Jay Allen’s “<strong><a href="https://www.amazon.com/Blood-on-the-Stars/dp/B074C4R168" target="_blank">Blood on the Stars</a></strong>” series is a sci-fi example. Fighters armed with “plasma torpedoes” are very dangerous to 4 million-ton battleships. Surely then, in a setting so devoted to warfare, the spacefaring nations would have developed AI controlled missiles similar to fighters but both smaller and with higher acceleration (no need to accommodate a pilot), and carrying a bomb. Yet missiles of any kind are nowhere to be seen, <strong>except </strong>in fighter to fighter combat! The consequences of this should be that capital ships are relatively small and are more or less like aircraft carriers, not behemoths that rely on what amount to big guns to pound similar enemy ships.</p><p></p><p>Worst of these examples is the sudden discovery (after thousands of years of space travel) in <strong><em>Last of the Jedi</em> </strong>that a spaceship could be used as a hyperspace missile and destroy the most powerful ship in the galaxy (the “<a href="https://starwars.fandom.com/wiki/Holdo_maneuver" target="_blank">Holdo Maneuver</a>”). The consequences of this should have been that warships are relatively small and carry lots of hyperspace missiles guided by artificial intelligence. Star Destroyers would never exist. And this would have been discovered thousands of years before, of course, whether accidentally or through deliberate experimentation.</p><p></p><p>Of course, story writers manipulate things to work for their story and don’t worry about the consequences. But does that work in the long run? The writer/director of <strong><em>The Last Jedi</em></strong> wanted Admiral Holdo to die gloriously, so he invented a way for that to happen even though it’s highly destructive to the setting. Jay Allen wanted exciting things to happen to his hero’s battleship, even though long-term consequences made some of it nonsense.</p><p></p><p><span style="font-size: 18px"><strong>Tech in RPGs</strong></span></p><p></p><p>In fantasy role-playing games the obvious case of consequences being ignored by advanced technology is the addition of magic to what is otherwise a medieval setting. In D&D, the addition of fireballs and lightning bolts (and powerful monsters) would mean that a typical high medieval castle would not exist. Fortresses would be dug in the way 17th and 18th-century fortresses were dug in, even though the latter didn’t have to deal with explosive shells or precision explosives, just with cannonballs.</p><p></p><p>Then let’s consider D&D’s old <strong>Spelljammer </strong>setting. The adventurers discover a way to make a seagoing ship fly anywhere, even hover almost effortlessly. What is that going to do to warfare? Adventurers would likely use the ship to their advantage at their home world, where they can dominate warfare or trade; they are unlikely to fly off into interplanetary space and compete with a lot of other people who have flying ships. Multiply this by lots of adventurers with lots of flying ships, and warfare is entirely different from the typical medieval situation. It significantly changes transportation and communication, to name just a few factors.</p><p></p><p><span style="font-size: 18px"><strong>Magic Items as Tech</strong></span></p><p></p><p>Magic items often amount to a technological advantage that breaks the rules of the game, as well as breaking how the setting works, except that they are usually one-offs. If there’s only one magic item of the type then it can only have so much influence. Even though we have a few magical long-distance communication devices (certain kinds of crystal balls), they don’t change the default setting’s very slow communication.</p><p></p><p>If there is only one wand of fireballs in the world, and individual spell casters can’t generate fireballs, then that single wand doesn’t change the development of fortresses. One spelljammer ship might not affect the world as a whole, where many such ships would. But if crystal balls, fireballs, or flying carpets are common, then the implications for the world are significant.</p><p></p><p>Figuring out consequences of changes is certainly not easy. I think my knowledge of how change has worked in real world history helps a lot. The more you know about history—not just dates and events, but what actually happened and why—the better you’ll be able to make new worlds.</p><p></p><p>Can you describe a case where failure to anticipate consequences of technological change became obvious in an RPG campaign? If you were the GM, what did you do about it?</p></blockquote><p></p>
[QUOTE="lewpuls, post: 8065313, member: 30518"] Any change you make from the real world will have consequences, possibly massive consequences. If you want your world to hold together, you have to figure out those consequences, which is hard to do. [B]Please Note:[/B] This article contains spoilers for the [B]Blood in the Stars[/B] and [B]Star Wars[/B] series. [CENTER][ATTACH type="full"]124735[/ATTACH] [URL='https://pixabay.com/vectors/stone-age-caveman-primitive-4462628/']Picture courtesy of Pixabay.[/URL][/CENTER] [SIZE=5][B]Technology Matters[/B][/SIZE] The impact of technology can be a challenge for world builders, especially those who don’t know much about real world history. Any change you make from the real world will have consequences, possibly massive consequences. If you want your world to hold together, you have to figure out those consequences, which admittedly is hard to do. There’s a tendency for fantasy and science fiction settings to be set in stone, to be unchangeable in technology and culture, in order to simplify the narrative. The [B]Star Wars[/B] universe has seen space travel be used for thousands of years with very little technological change. J.R.R. Tolkien’s Middle Earth is similarly stuck in a technological rut. But unchanging technology is somewhere between completely unbelievable and simply unbelievable. Things change over time, and as things change that causes other things to change. Something as minor as the development of a horse collar that didn’t choke draft horses (during the Middle Ages) meant that Germany with its heavy soils could be opened up to farming and big population growth. If your world is going to be believable, you have to consider the consequences of the state of technology and culture. [SIZE=5][B]Some Examples[/B][/SIZE] The author of the [B][URL='https://en.wikipedia.org/wiki/Temeraire_(series)']Temeraire series[/URL][/B], where dragons are added to the real world, struggled with consequences. At her starting point, in the Napoleonic Wars, history had been entirely unaffected by the presence of large numbers of dragons in warfare for centuries! But as she went along, history and her world diverged drastically because of the consequences of dragons. Jay Allen’s “[B][URL='https://www.amazon.com/Blood-on-the-Stars/dp/B074C4R168']Blood on the Stars[/URL][/B]” series is a sci-fi example. Fighters armed with “plasma torpedoes” are very dangerous to 4 million-ton battleships. Surely then, in a setting so devoted to warfare, the spacefaring nations would have developed AI controlled missiles similar to fighters but both smaller and with higher acceleration (no need to accommodate a pilot), and carrying a bomb. Yet missiles of any kind are nowhere to be seen, [B]except [/B]in fighter to fighter combat! The consequences of this should be that capital ships are relatively small and are more or less like aircraft carriers, not behemoths that rely on what amount to big guns to pound similar enemy ships. Worst of these examples is the sudden discovery (after thousands of years of space travel) in [B][I]Last of the Jedi[/I] [/B]that a spaceship could be used as a hyperspace missile and destroy the most powerful ship in the galaxy (the “[URL='https://starwars.fandom.com/wiki/Holdo_maneuver']Holdo Maneuver[/URL]”). The consequences of this should have been that warships are relatively small and carry lots of hyperspace missiles guided by artificial intelligence. Star Destroyers would never exist. And this would have been discovered thousands of years before, of course, whether accidentally or through deliberate experimentation. Of course, story writers manipulate things to work for their story and don’t worry about the consequences. But does that work in the long run? The writer/director of [B][I]The Last Jedi[/I][/B][I] [/I]wanted Admiral Holdo to die gloriously, so he invented a way for that to happen even though it’s highly destructive to the setting. Jay Allen wanted exciting things to happen to his hero’s battleship, even though long-term consequences made some of it nonsense. [SIZE=5][B]Tech in RPGs[/B][/SIZE] In fantasy role-playing games the obvious case of consequences being ignored by advanced technology is the addition of magic to what is otherwise a medieval setting. In D&D, the addition of fireballs and lightning bolts (and powerful monsters) would mean that a typical high medieval castle would not exist. Fortresses would be dug in the way 17th and 18th-century fortresses were dug in, even though the latter didn’t have to deal with explosive shells or precision explosives, just with cannonballs. Then let’s consider D&D’s old [B]Spelljammer [/B]setting. The adventurers discover a way to make a seagoing ship fly anywhere, even hover almost effortlessly. What is that going to do to warfare? Adventurers would likely use the ship to their advantage at their home world, where they can dominate warfare or trade; they are unlikely to fly off into interplanetary space and compete with a lot of other people who have flying ships. Multiply this by lots of adventurers with lots of flying ships, and warfare is entirely different from the typical medieval situation. It significantly changes transportation and communication, to name just a few factors. [SIZE=5][B]Magic Items as Tech[/B][/SIZE] Magic items often amount to a technological advantage that breaks the rules of the game, as well as breaking how the setting works, except that they are usually one-offs. If there’s only one magic item of the type then it can only have so much influence. Even though we have a few magical long-distance communication devices (certain kinds of crystal balls), they don’t change the default setting’s very slow communication. If there is only one wand of fireballs in the world, and individual spell casters can’t generate fireballs, then that single wand doesn’t change the development of fortresses. One spelljammer ship might not affect the world as a whole, where many such ships would. But if crystal balls, fireballs, or flying carpets are common, then the implications for the world are significant. Figuring out consequences of changes is certainly not easy. I think my knowledge of how change has worked in real world history helps a lot. The more you know about history—not just dates and events, but what actually happened and why—the better you’ll be able to make new worlds. Can you describe a case where failure to anticipate consequences of technological change became obvious in an RPG campaign? If you were the GM, what did you do about it? [/QUOTE]
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