02-03-2009, 11:23 PM | #31 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Yrth's history and MAGIC - does it make sense
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I can agree to a large degree, with the observation that logistically speaking, a Megalan legion may very well have gone soft with all the luxuries granted via the spell casters. I will however note, that military personnel tend to be a pragmatic lot - espeically when it is their lives that are hanging on the line. I have no real issues with an overconfident or poorly led legion walking up to a Caithness battlefield, disarming itself, and placing its collective heads into a noose. History is rife with incidents where generals or leaders have made FOOLISH mistakes based on incompetence or based on a rot from within. What would not make sense however, is for news of a legion's defeat reaching the Emperor's ears and him telling the next legion's commander "You make the same mistakes the other guy did, and it won't be just your head I'll have, but your family's heads as well." You'd be amazed at how well that might help a competent leader's mind on the task at hand. ;) By chance, do you have a copy of Magus Imperius from Pyramid? The author made an attempt to detail the mageborn personnel as integrated with a fighting Megalan legion. It would be perhaps fun to actually create a Megalan legion, as well as a perhaps a Caithness feudal levy and compare their strengths and weaknesses. It might also be interesting to try a trial combat using GURPS MASS COMBAT from COMPENIUM II as well as the new GURPS MASS COMBAT for 4e - just to see what may come of it. I remember that GURPS MASS COMBAT for 3e took into account morale levels, whereas the newer versions may not (I've not read it all that closely). One could perhaps just lower the troop quality to represent their reduction in morale.
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02-03-2009, 11:31 PM | #32 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Yrth's history and MAGIC - does it make sense
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GURPS FANTASY 1st edition specifies that the Legions were primarily infantry units and were beefed up with auxillaries from nobility in the form of cavalry (knights basically). Using the Magus Imperius guidelines (you do have the Pyramid article right?), and on the assumption that there are no more than 10 legions at the present, and that one of those 10 legions is the True Dragon Lizardman legion - what might the basics of the mages for the legion be able to accomplish? Which would you be more comfortable with - early legion model based on the republic of Rome, or perhaps one based upon the model used in COMPENDIUM II, or perhaps some other model? I am always open to ideas :)
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02-03-2009, 11:44 PM | #33 | |
Join Date: Feb 2008
Location: Portland, Oregon
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Re: Yrth's history and MAGIC - does it make sense
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Come to think of it, though, I don't think that the population would increase all that much. The amount of people required to feed the rest would decrease, meaning that a larger proportion of folks would migrate to the cities and become craftsmen, soldiers, etc. 90% wouldn't be required to support themselves and the remaining 10%. It would drop to say, 60-70%. (I don't think it would be cut in half just because yields doubled). It is even possible, (even with magic stunting more conventional means of invention) that they may develop more efficient means of food processing. *Actually, this spell sort of exists already: Prepare Game. One of the items listed is a vegetable peeler (and an "etc."), which is "usable only on the appropriate food type". This also implies that there could be an item (say, a thresher, or whatever farm tool separates the wheat from the chaff) that is only useable on grains. Or a bread slicer that does up a whole loaf at once. Personally, I think the spell should be called "Process Food", but if that were the case, I can see that some would just end up calling it "Cuisinart"....
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Warmest regards, StevenH My current worldbuilding project. You can find the Adventure Logs of the campaign here. I try to write them up as narrative prose, with illustrations. As such, they are "embellished" accounts of the play sessions. Link of the moment: Bestiary of Plants. In a world of mana, plants evolved to use it as an energy source. It is also the new home of the Alaconius Lectures, a series of essays about the various Colleges of Spells. |
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02-04-2009, 12:05 AM | #34 | |
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Join Date: Mar 2005
Location: Athens, GA
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Re: Yrth's history and MAGIC - does it make sense
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The idea of the Christian and Muslim religions surviving the introduction of real, workable magic without co-opting or trying to destroy it is untenable. Can mages not actually talk to the dead? If they can summon demons, why can't they summon angels? |
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02-04-2009, 12:27 AM | #35 | ||
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Yrth's history and MAGIC - does it make sense
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You said you didn't have Banestorm? Why not? It seems most of your objections are not actual problems with the setting. In fact, the setting seems to mostly agree with your perceptions of the consequences. Last edited by Crakkerjakk; 02-04-2009 at 12:30 AM. |
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02-04-2009, 01:18 AM | #36 | |
Banned
Join Date: Mar 2005
Location: Athens, GA
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Re: Yrth's history and MAGIC - does it make sense
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Also, the setting should have SEVERELY limited magic, rather than taking GURPS Magic as canon. I like Magic as a book, it's very comprehensive - it's just that you can't throw it wily-nilly into a setting and expect it to work. Then again, I had the same objection to Technomancer. The canon explanation for magic is that created items and energy come from other universes - meaning a)the universe gains mass every time a spell is cast and b)"create antimatter" should be as easy as "create water". (I don't want to argue about Technomancer in this thread, it's just an example of how Magic should be well defined) Last edited by tantric; 02-04-2009 at 04:58 AM. |
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02-04-2009, 05:34 AM | #37 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Yrth's history and MAGIC - does it make sense
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I can fully believe that a Megalos Legion, used to magical reconnaissance through Wizard Eye and divination spells, magical pathfinding through Seeker and the like, magical healing of all sorts, and the infrequent massive Windstorm to break enemy lines, would decide that fighting without all that support just to conquer a relatively worthless border territory that can't seriously threaten the Empire was just not worth it. |
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02-04-2009, 06:16 AM | #38 | |
Join Date: Oct 2004
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Re: Yrth's history and MAGIC - does it make sense
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02-04-2009, 06:23 AM | #39 | |
Join Date: Jun 2006
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Re: Yrth's history and MAGIC - does it make sense
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In order to work in a fantasy game, magic has to be comparable in power to what really good non-mages can achieve (so as not to make mages useless or totally outclass non-mage PCs), and in order to make it plausible for the PCs to face more than a couple of magical encounters in their careers (and what's the point of a fantasy game if they don't) it can't be too rare. This means it is strong enough to have noticable effects on the world, but can't be so strong you can plausibly use it to set world conditions by fiat of the great mages. Certainly you could develop a world from that, though realistically nobody could without leaving some holes - quite smart people have tried and failed to predict the consequences of much more minor technical innovations after all. But the real contradiction comes from the other standard constraint on a fantasy world - that it more or less resemble the late middle ages. It can't, you've introduced a new class of not rare people who are about equal in power to minor warlords or great engineers or master craftsmen. Even if you constrain magic entirely to stuff that's useful in small scale combat you've at very least changed the nature of the nobility and of the knightly cavalry and fortifications so visually important for the romanticized middle ages. If you give them comparable non-combat powers, and game systems pretty much always give them some, healing if nothing else, you've drastically altered the basis of at least some other segments of the economy. Anything you do to minimize this is going to generate a logic hole.
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02-04-2009, 07:29 AM | #40 | |
Banned
Join Date: Mar 2005
Location: Athens, GA
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Re: Yrth's history and MAGIC - does it make sense
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As an aside, in the new Banestorm, do people know there was a Banestorm and they aren't on Earth? What does that do to Genesis? In a world where magic works, suddenly the Bible isn't mythology, it's 100% possible. |
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