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<blockquote data-quote="fusangite" data-source="post: 2805154" data-attributes="member: 7240"><p>I chose option #3. I have run games in many game worlds but, with the exception of one campaign, all have been in what I would class as "pre-modern worlds." So, as diverse as my worlds' cultures, histories and physics have been, essentially none have had concepts and structures that, based on our best history and anthropology, are unique to the post-Enlightenment period. </p><p></p><p>Some of my campaigns have been in highly primitive, socially egalitarian societies; some have been in quasi-ancien or quasi-medieval hierarchical societies. Some have been in societies where there is no such thing as theology, philosophy or science; others have been in societies where that's what it's all about. However, there have been some pretty consistent attributes in that the following things are highly unlikely to appear in the game:</p><p>- modern fundamentalist thought that is sensitive and hostile to paradox and hypocrisy</p><p>- highly modern identity categories like race (as in black/white) and sexual orientation (as in homo/hetero-sexual) or social age groups like teenagers</p><p>- capitalism/supply and demand economic theory</p><p>- universal literacy</p><p>- uniquely modern political systems like representative democracy (as distinct from Athenian democracy and other republican systems) or totalitarianism </p><p></p><p>Basically, take everything that is unique, interesting and exciting about Eberron and assume I'm doing the opposite.</p><p></p><p>As to the second question, I think D&D gives contradictory messages about setting. At one moment, it seems to indicate a medieval-style setting is in order and the next, that modernity in fantasy costumes is in order. I think playing it either way results in contradictions and fudging; I choose to go the route I go because it works for me. But I don't assume that's how others will interpret the game -- so I'm very clear to my players as to which way I read sections to the books that could be read either way so that nobody is in for too big a surprise.</p><p></p><p>I recall quite specifically having a very enthusiastic potential player completely reverse his idea about whether he wanted to game with me after I laid out my views of how D&D economics works, an area of the rules that, in my opinion, is most strongly biased to the medieval style of play.</p></blockquote><p></p>
[QUOTE="fusangite, post: 2805154, member: 7240"] I chose option #3. I have run games in many game worlds but, with the exception of one campaign, all have been in what I would class as "pre-modern worlds." So, as diverse as my worlds' cultures, histories and physics have been, essentially none have had concepts and structures that, based on our best history and anthropology, are unique to the post-Enlightenment period. Some of my campaigns have been in highly primitive, socially egalitarian societies; some have been in quasi-ancien or quasi-medieval hierarchical societies. Some have been in societies where there is no such thing as theology, philosophy or science; others have been in societies where that's what it's all about. However, there have been some pretty consistent attributes in that the following things are highly unlikely to appear in the game: - modern fundamentalist thought that is sensitive and hostile to paradox and hypocrisy - highly modern identity categories like race (as in black/white) and sexual orientation (as in homo/hetero-sexual) or social age groups like teenagers - capitalism/supply and demand economic theory - universal literacy - uniquely modern political systems like representative democracy (as distinct from Athenian democracy and other republican systems) or totalitarianism Basically, take everything that is unique, interesting and exciting about Eberron and assume I'm doing the opposite. As to the second question, I think D&D gives contradictory messages about setting. At one moment, it seems to indicate a medieval-style setting is in order and the next, that modernity in fantasy costumes is in order. I think playing it either way results in contradictions and fudging; I choose to go the route I go because it works for me. But I don't assume that's how others will interpret the game -- so I'm very clear to my players as to which way I read sections to the books that could be read either way so that nobody is in for too big a surprise. I recall quite specifically having a very enthusiastic potential player completely reverse his idea about whether he wanted to game with me after I laid out my views of how D&D economics works, an area of the rules that, in my opinion, is most strongly biased to the medieval style of play. [/QUOTE]
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