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#1 | |
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Join Date: Sep 2007
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To put the notion of 'early maturation' in the category of a band-aid is a disservice to both the comedy of the silly numbers, and the creativity of creating a fantasy race and society that is distinctly NOT human. To the point, physical, mental, and social maturation all take place at different rates. An elf may be physically mature within a couple of decades, perhaps growing out of the little kid phase to the lanky teen-ish physicality and stall there for a while, perfectly physically capable of self-care but slight compared to a fully mature adult. That final growth spurt doesn't come at 18, but maybe 28 or 38. Mentally they may mature slower as well, staying flexible and learning far longer, or simply have an ingrained deference to their elders. They're not human, their mental faculties during maturation do not need to be human-like, they can by their nature be adapted to their pace of growth. A teenage elf doesn't have the hormone rages that a teenage human has because they don't have those hormones! They have elf hormones, maturing them at an elf pace, and that's different. Finally, the social thing bothers me because it assumes that elf society is just like human society and hasn't adapted to having more and different social strata that deal with their nature of having long maturity levels. Think that elves haven't figured out how to deal with disaffected youth? For every freshman that has looked up to a senior classman, there's no reason that elves at the high end of their age cohort aren't looked up to, and aren't taken seriously by their near-youths. Elf society may very well be divided up into several different social and political strata where the eldest among them are the respected leaders before they age out and move to the next social strata (note, not a move up or down, simply a move) that may have a disconnected set of responsibilities and honors they enjoy. What do younger elves do? Go out and see the world! Adventure, interact, learn, and participate in other societies. Middle-aged elves, they often come home and may be the engines of the elven societies, making up the cohort that builds and protects the homes using the skills and experiences they acquired in their youth. The eldest of those then move on to other things, perhaps the politicians, perhaps they go back out into the world where their wisdom and experiences make them incredibly capable of dealing with non-elves in a diplomatic or otherwise fashion. And perhaps this is all turned upside down and as an elf ages the younger cohort explicitly pushes them aside while they relax into a contemplative retirement. What? Don't they have ambition and a desire to hold on to power? Of course not, what a human concept. Leadership and action is a job for the young, our old bones are not meant for such things. Sorry, it's a pet peeve of mine. |
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#2 |
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Join Date: Jan 2006
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#3 | |
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Join Date: Jun 2010
Location: Dreamland
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#4 |
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Join Date: May 2010
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It's worth remembering that Dungeon Fantasy isn't like early editions of D&D where magically curing disease requires a 5th level cleric, who will initially only be able to cast the spell once or twice a day. In DF, Cure Disease only costs 4 FP and can be cast by a henchmen-level caster (any druidic Initiate can learn it, as can an Initiate cleric who spends optional advantage points on another level of Power Investiture). Because of that and similar considerations, I tend to assume humans in Dungeon Fantasy have close to TL8 life expectancy, and races with Unaging can easily live a few centuries before accident or violence claims them. Of course frequent monster attacks can lead to a different model of DF life expectancy.
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#5 | |
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Join Date: Jun 2006
Location: Sweden, Stockholm
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That... is fine. I have a fantasy setting where magic is abused by some groups to a high degree. But it is also common for settings like this to have all these amazing powers but no one abuses the utility of the powers like you'd expect. Perhaps the gods don't like it or something. Or maybe it is just a genre assumption.
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"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared" |
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#6 | |
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On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Equivalent TL is a concept introduced in GURPS Fantasy p. 66 where magic is so common that it is effectively technology in of itself. As such it is a form of Divergent Technology but may not reflect the "actual" TL if you ignore the magic. "Look at a number of commonly used spells, assign them to approximate TL equivalents, and see if these cluster around one or two TLs as usually defined; if so, use a rough equivalent TL in that range. If that doesn’t work, the TL concept may not fit the setting." It is advised that the GM should avoid assuming the setting will simply be 'just like TLx but with wizards' And as Magery 0 Magic in Worldbuilding shows even Magery 0 spells can drastically change things. Preserve Food would change so many things in TL3 that odds are it wouldn't be ETL3.
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Help make a digital reference for GURPS by coming to the GURPS wiki and provide some information and links (such as to various Fanmade 4e Bestiaries) . Please, provide more then just a title and a page number. |
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#7 |
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Join Date: Apr 2013
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| Tags |
| dungeon fantasy |
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