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Your opinion on basing fantasy countries on real world ones
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<blockquote data-quote="Hussar" data-source="post: 8464150" data-attributes="member: 22779"><p>Just to offer a counter opinion here, the problem with incorporating entire cultures into a fantasy setting is that most of the time, when you do this, it makes zero sense. The boards here are rife with examples, recently one talking about how wheat farming would be problematic in a D&D setting. On and on.</p><p></p><p>Cultures are a product of their history. When you radically change the context of those cultures - such as adding magic and monsters - then what should be produced won't actually look very much like real world cultures.</p><p></p><p>Naomi Novik's Tremeraire series is an excellent example of this. It starts out with late Napoleonic history with dragons and then veers totally away from history. Africa is a major power because they've spent centuries nurturing their dragons and have a freaking huge army of dragons that dwarfs anything in Europe. Eastern countries like China likewise are not even remotely colonizable by Europeans. It's a pretty decent shot at it.</p><p></p><p>But, IMO, if you're going to make a D&D world, it needs to start with at least one eye on the magic system and how that impacts culture and one eye on the Monster Manual as well. The whole "fantasy Ren-Faire Europe" trope that you generally get in D&D doesn't survive even a cursory examination. Every single aspect of culture would be affected by the twin pillars of the magic system and the Monster Manual.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8464150, member: 22779"] Just to offer a counter opinion here, the problem with incorporating entire cultures into a fantasy setting is that most of the time, when you do this, it makes zero sense. The boards here are rife with examples, recently one talking about how wheat farming would be problematic in a D&D setting. On and on. Cultures are a product of their history. When you radically change the context of those cultures - such as adding magic and monsters - then what should be produced won't actually look very much like real world cultures. Naomi Novik's Tremeraire series is an excellent example of this. It starts out with late Napoleonic history with dragons and then veers totally away from history. Africa is a major power because they've spent centuries nurturing their dragons and have a freaking huge army of dragons that dwarfs anything in Europe. Eastern countries like China likewise are not even remotely colonizable by Europeans. It's a pretty decent shot at it. But, IMO, if you're going to make a D&D world, it needs to start with at least one eye on the magic system and how that impacts culture and one eye on the Monster Manual as well. The whole "fantasy Ren-Faire Europe" trope that you generally get in D&D doesn't survive even a cursory examination. Every single aspect of culture would be affected by the twin pillars of the magic system and the Monster Manual. [/QUOTE]
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