Post by Peter KnutsenD&D is, *sincerely*, not the place to go look for thoughtfully
created settings.
OK. As I mentioned, I've found it impossible to ask the "thoughtful"
questions in D&Desque settings. In the presumption that the original
poster may have been asking after historical data to "improve" a D&D
type setting, I was suggesting that most D&D tropes are essentially
incompatible with authentic medievalism.
Post by Peter KnutsenPost by s***@sonic.netI'll go ahead and use D&D as the reference standard because... well, it
*IS* the reference standard of gaming (i.e. more people have played
some version of D&D than any other RPG, so it serves the most likely
common basis for discussion).
The D&D rules care only about combat and other activities
related to dungeoncrawling, hence its magic system is a
grotesquely bad basis from which to extrapolate a magical world.
Eh. I'll take issue with the use of "only" -- but I'll freely grant
you "primarily" and even "overwhelmingly." Hopefully, this still
leaves us room to talk... ;-) But IMHO the D&D magic-system doesn't
"fit" well with the pseudo-medieval worlds of "classic D&D" (e.g.
Greyhawk, the Realms, Krynn, et al).
Post by Peter KnutsenPost by s***@sonic.netPost by Peter KnutsenPost by s***@sonic.netI've got no problem simply ignoring it all, handwaving it away and just
taking the peasants-in-the-fields imagery to fit the game tropes; but I
just can't see the point in researching such things unless the setting
is rather low-fantasy and/or historically-accurate.
That's because you haven't realized that magic should work "on
top" of mundane activities, rather than replace them.
I reiterate and expand: to accept medieval-ish "peasants-in-the-fields
imagery" alongside the "high fantasy" tropes requires some level of one
or more of the following:
(a) not asking after detailed historical data,
(b) coming up with explanations of how potent, reliable magic has left
mundane/historical society & culture unimpacted
(c) handwaving the issues away, and playing in a world that "doesn't
make sense"
Magic, if potent/reliable/widespread/unhidden, *MUST* change the look&feel
of a culture from the "medieval european" pastiche of D&D. If you want
that flavor -- say, Europe of about 750ad through 1350ad -- you can't have
D&Desque magic with D&Desque commonality/acceptance of magic.
Post by Peter KnutsenPost by s***@sonic.netWhy d'ya think I specified uber-productivity, rather than just an
"Everfull Bushel-Basket" or a "Milk-Pitcher of Continual Pouring"?
This is my preferred way to look at it. As I see it, growing a real
crop (then using magic to get a season's harvest every week) *IS*
working "on top" of the mundane activity. If you're working off of
But it's ridiculously powerful.
Yeah.
Post by Peter KnutsenYes, that's why I specified "thoughtfully created" worlds. D&D
and "thoughtful" don't go together.
Yeah.
Post by Peter KnutsenIt seems as if you are coming out of the closet as one who
ascribes no value to thoughtfully created settings.
Not at all. I quite enjoy them. I haven't abandoned D&D, however, and
in the absence of definitive info to the contrary I assume it as an
"industry norm."
The original inquirer has given more info now, and I join others in
suggesting he look at "Harn". In brief, magic is recently returned to
the world; as a new phenomenon, it hasn't yet made any sweeping changes.
We don't (yet) know how he sees it changing things for the future...
--
Steve Saunders
to de-spam me, de-capitalize me