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7 months ago ::
Nov 04, 2012 - 3:10PM
#21
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Date Joined:
Apr 29, 2006
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They don't do this in games you run? I think you should take another look at the default ideas and settings of DND. (at least 3.X)
In my settings, they do (except when they don't, of course). But the default material, as well as fantasy fiction in general, gives the impression that these uses relatively uncommon. Again, I'll use Eberron as an example. That setting takes magic to its logical conclusions as far as technology, innovation, and commercialism. Though in most settings, the use of magic to these ends is less prolific, to various degrees.
All of those things totally happen in settings where magic exists. Actually, my quoted text was me transposing my listed examples of a setting where magic exists and swapping in tech examples. For you to then transpose magic examples on those tech examples again is really weird. Like when you do an automated translation from english to french, and then french to english again.
Then it seems that I completely misread your intent. My apologies.
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7 months ago ::
Nov 05, 2012 - 10:40AM
#22
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Date Joined:
Jul 21, 2004
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Exactly. Magic should *also* have major repercussions on societal development. Yet it doesn't. Game worlds are generally stable, except when they're being destroyed, despite the presence of what amounts to phenomenal technology.
Yes it does. You have entire religions devoted to magic, you have wizarding schools where people study magic, you have entire races that have evolved to use magic in specific ways. You have mage kings, and the main threats to the world are almost always magic. Magical transportation is always common enough. Whether it is simply a unicorn mount, or a floating airship.
The point you quoted is that these worlds are generally stable. Those religions and schools have existed in basically the same form for hundreds of years, and there's nothing to indicate that their methods, curricula, or teachings have evolved or progressed. The magical races have existed for thousands of years. The mage kings often have lengthy dynasties. People travel by magic, yes - the same way they've done since time out of mind.
You mention magical threats to the world, as do I. That's generally the only time the stability of fantasy societies is threatened. Magic has nothing like the impact on the world that technology does. I suppose certain parts of the world were stable for relatively long periods of time, but in the past two hundred years we've gone from candle light and sailing ships to computers and commercial air travel, and we show little sign (apart from an abortive space program) of not continuing to make world-changing discoveries. There will be computers and air travel in 100 years, but we'd barely recognize them.
Even in Eberron magic has much less impact than technology has in the real world. Warforged have caused major social upheaval, but no one is making them or improving on them, except maybe as a malevolent secret project. I forget how old the lightning rail is, but it doesn't seem to have caused or be causing the rapid expansion and mixing of cultures that the railroad caused. Airships, I gather, are playthings for the military and the rich and have been for decades, whereas in the real world they became a relatively cheap form of transportation relatively quickly.
Athas, for my money, does a better job of showing how magic would impact a culture. People of thousands of years in the past wouldn't even recognize Athas as the same world. There's very little progress in the field of magic, because its in a small group's vested interest that there not be, so stagnation makes sense. The world is also on the cusp of change, and it's possible to imagine more sweeping changes coming over the world as magic becomes more accepted, or psionics come into their own.
So, I agree that magic has an impact, but the worlds in which we imagine it exists are also rather stable and not progressing the way our world is with technology. Therefore (and for other reasons) it's reasonable to imagine that technology in those worlds would also not destabilize anything.
Magic does have major repercussions on societal development. Societies are by and large focused on magic (like our current societies are focused on technology). If technology exists, it needs to exist and will drastically change the campaign setting. Suddenly you have tech based religions, engineering academies, cyborg races. Major threats should include things like guys with robot armies. People will be traveling on trains, or a totally different type of airships.
None of that has to happen, certainly not on any timescale the PCs might notice. It's not generally clear how long it took magic to reach the saturation level it has in fantasy societies. The fact that magical innovation isn't skyrocketing in any setting I'm aware of implies high levels of inertia, which could itself be societal, or be due to destructive setbacks such as the complete (and surpisingly regular) obliteration of entire cultures. Or, given that it's a fictional world, maybe some outside force interferes directly with progress. Sure, one person can come up with gunpowder, batteries, or whatever, but somehow the ideas just never catch on. Every time they start to think about it, their thoughts on the topic just evaporate, leaving them to shrug and get back to directing the magical plow.
The only reason a PC can't or shouldn't come up with gunpoweder is if the DM isn't sure how to deal with it on the character level. There's is no in-game reason for it. As this is "What's a Player To Do," I'll recommend that players in this situation not push the DM out of his or her comfort zone, and just accept the blockage, until either the DM changes his or her mind, or the player becomes a DM.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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7 months ago ::
Nov 05, 2012 - 2:13PM
#23
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Date Joined:
Nov 30, 2005
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In my settings, they do (except when they don't, of course). But the default material, as well as fantasy fiction in general, gives the impression that these uses relatively uncommon.
DND poorly models fantasy fiction unless that fiction is high magic. And the default material strongly leans towards high magic. There are hordes of non-human races, and people who can cast abound. People assume it mirrors tolkien, but thats just because they were told it mirrors tolkien, didn't think about it, and have run with it. Per the 3.5 DMG there is a 1 in 10 chance any city has a "Magical" power center. (Pg 137). Then read up on pg 139 where it talks about how bigger cities have level 13-16 wizards in them. Not counting how many adepts, bards, clerics, druids, paladins, rangers, and sorcerers. The sample hamlet of 200 people includes an adept, a wizard, 3 clerics, a druid, and a bard who cast. Thats 1/29 people who can cast spells. That means 1 in the average high school class is magical. Heck, pg 142 even includes the following wonderful blurb. "Some DMs create in cities in their campaigs that function just like medieval historical towns. They are populated by people who aren't accustomed to (or don't believe in) magic, who don't know anything about magical or mythical monsters, and who have never seen a magic item. This sort of creative work is a mistake..." It then lectures on how you are doing it wrong, but picks up with another gem. "Unless you are going to run a divergeny game of some sort, magic is prevalent enough in the world that it will always be taken into account by smart individuals." Our exact discussion? They go into that too "Common enough that people know that when Uncle Rufus falls off the back of the wagon, they can take him to the temple to have the priests heal the wound... Only the most isolated farmer might not see magic or the results of magic regulalrly."
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas. http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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7 months ago ::
Nov 07, 2012 - 7:10AM
#24
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As the DM, I wouldn't allow it. I use the gunpowder formula as a textbook example of metagaming. Just because you, the person, know the formula, does not mean that your character does. Nor does he even know what a battery is.
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7 months ago ::
Nov 07, 2012 - 9:26AM
#25
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Date Joined:
Jul 21, 2004
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As the DM, I wouldn't allow it. I use the gunpowder formula as a textbook example of metagaming. Just because you, the person, know the formula, does not mean that your character does. Nor does he even know what a battery is.
From this I would assume that all the player has to do is come up with a plausible reason why his character would invent gunpowder and batteries.
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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7 months ago ::
Nov 07, 2012 - 1:27PM
#26
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Date Joined:
Nov 30, 2005
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Thinking more on it, you could give the player something. They clearly want a higher tech level in the games. Consider working something in about a shadow society that puts down inventors and the like as an affront to [something]. Then let your player create a very rudimentary battery or gunpowder like substance and encounter this group as they try to disappear him. en.wikipedia.org/wiki/Baghdad_Battery Ancient Egypt en.wikipedia.org/wiki/Gunpowder China, 492AD. The important part is that you have the world react in a reasonable manner. Either it already exists in some fashion in your world and you can expand it, or you need a reason it doesn't. (My examples aren't to say that because it existed in old times it existed in "DND Times" because DND Times didnt ever occur. Its more to say "People without modern tech can and have figured it out". My objections weren't/aren't because its unreasonable that the pc figures it out. They are because for whatever reason the default assumption is that no one has.
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas. http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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7 months ago ::
Nov 07, 2012 - 2:42PM
#27
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As the DM, I wouldn't allow it. I use the gunpowder formula as a textbook example of metagaming. Just because you, the person, know the formula, does not mean that your character does. Nor does he even know what a battery is.
From this I would assume that all the player has to do is come up with a plausible reason why his character would invent gunpowder and batteries.
Which very well may not exist.
Another day, another three or four entries to my Ignore List.
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7 months ago ::
Nov 07, 2012 - 2:44PM
#28
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Date Joined:
Jul 21, 2004
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As the DM, I wouldn't allow it. I use the gunpowder formula as a textbook example of metagaming. Just because you, the person, know the formula, does not mean that your character does. Nor does he even know what a battery is.
From this I would assume that all the player has to do is come up with a plausible reason why his character would invent gunpowder and batteries.
Which very well may not exist.
Who decides that and why?
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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7 months ago ::
Nov 07, 2012 - 2:46PM
#29
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As the DM, I wouldn't allow it. I use the gunpowder formula as a textbook example of metagaming. Just because you, the person, know the formula, does not mean that your character does. Nor does he even know what a battery is.
From this I would assume that all the player has to do is come up with a plausible reason why his character would invent gunpowder and batteries.
Which very well may not exist.
Who decides that and why?
The DM, because that's his job.
Another day, another three or four entries to my Ignore List.
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7 months ago ::
Nov 07, 2012 - 2:48PM
#30
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Date Joined:
Jul 21, 2004
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The DM, because that's his job.
It isn't the DM's job is to shut down player ideas for no good out-of-game reason. What's the out-of-game reason a DM would just say no to this idea? What's gained?
[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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