06-28-2017, 12:20 PM | #131 | |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: What Do You Want For Yrth
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06-28-2017, 12:21 PM | #132 | |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: What Do You Want For Yrth
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06-28-2017, 12:27 PM | #133 | ||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What Do You Want For Yrth
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06-28-2017, 12:41 PM | #134 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: What Do You Want For Yrth
The problem is that Yrth isn't unified enough for the MoS to even come into existence, let alone remain stable (for example, how is the MoS supposed to function in Al-Haz? They're all heretical sorcerers who should be put to death if recognized).
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06-28-2017, 02:02 PM | #135 |
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Join Date: Oct 2007
Location: Indianapolis, IN
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Re: What Do You Want For Yrth
Yeah the Fire Elementals wanting to consume all of the more thermally energetic material would block research into other chemical explosives but could leave slower burning things like wood, coal, and alcohol alone.
So no dynamite but you could get alcohol fueled engines....eventually. Perhaps magical wards to prevent Fire Elementals from attacking an iron works where the coal is doing an above average job of generating heat? Hmmm how do the Undines feel about hydropower? Do the Sylphs chafe at being confined for air guns? Do they view windmills and sailing ships as an imposition or usurpation of their space? How do the Dwarves get along with Earth Elementals over extraction operations? Literally Humanoids vs the Elements....
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Joseph Paul |
06-28-2017, 02:27 PM | #136 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: What Do You Want For Yrth
If I were ever confronted with players demanding to know why the principles of sociology and physics conspire to prevent them having guns, I would
(1) be flattered they were so invested in the verisimilitude of my game that they couldn't see how ridiculous they were being, and (2) say, "C'mon, you wanna play in a medieval fantasy game with Christians and Muslims or not?" Because that's the main point of the Banestorm, isn't it? To import those religions. Nationalities don't survive the trip; cultures do but those can be replicated generically (e.g., Caravan to Ein Arris is Arabian-but-not-Arabian); the time period HAS to be advanced for people to spread out and form countries; all those races evolve on the same world in other fantasy settings. What we get out of the Banestorm is the real-world religions, so we don't have to have "generic clerics" or hokey D&D-style pantheons. The setting asks you to please look the other way regarding real-world sociology and physics... unless you like that sort of thing. If I were to get what I want for the setting, I'd get a few-page report once every ten years updating the major events of the Yrth timeline. That's the only part of Banestorm that doesn't age well. |
06-28-2017, 02:38 PM | #137 | |
Join Date: Aug 2007
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Re: What Do You Want For Yrth
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So I and perhaps others are looking for elements in the setting that would be useful even then.
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Fred Brackin |
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06-28-2017, 02:40 PM | #138 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What Do You Want For Yrth
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You can have guns and real world sectarian conflict, which ought to be an obvious truism. |
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06-28-2017, 02:42 PM | #139 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: What Do You Want For Yrth
The problem is that the MoS doesn't solve a plot hole -- it lampshades the existence of the plot hole. A bad explanation is worse than no explanation at all.
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06-28-2017, 04:59 PM | #140 |
Join Date: Aug 2004
Location: U.K.
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Re: What Do You Want For Yrth
But it's fine for them to prioritize (their idea of) sociology over fun?
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