• Welcome to The Campaign Builder's Guild.
 

"Realistic" D&D Setting Brainstorm

Started by Xeviat, January 18, 2013, 01:39:48 AM

Previous topic - Next topic

sparkletwist

A few more thoughts...

One thing that is holding back certain aspects of "modernity" is that, unlike modern technology, D&D magic items do not seem to improve over time-- they are what they are-- and they cost the same amount to produce no matter what. There is no provision (at least in the rules as strictly written) for any kind of "industry" or expansion of capabilities or economics of scale or anything like that. This means that, essentially, the kinds of mechanics that allow technology and its benefits to "trickle down" in the real world simply don't exist in the D&D world: there is no better version around the corner for rich people to buy and sell the old one used, nor will improvements in technology drive the price down. A D&D magic item that costs 1000 gp to make and does a certain thing costs 1000 gp to make and does what it does, forever.

So, in light of that, I think an important distinction needs to be made between "public works" sorts of magic items and items such as rings of sustenance that are ultimately only of benefit to one person. Benevolent rulers may be able to construct public goods that help the population as a whole, like a source of clean water, but they're unlikely to bother with anything that would specifically have to be given/sold to individual people, unless it's specifically to help out their nobles or other important sorts. Forget about this stuff ever getting in the hands of a commoner, though. They're just too poor and too unimportant.

Still, even with that caveat, quite a good society could be theoretically built with decanters of clean water and light at night and well-supported buildings and the eradication of plague and such. However, there's another problem: D&D-land is swarming with monsters. Not just the monsters from "here," but there are all kinds of extraplanar monsters that seem to always find their way in, as well. Never mind brigands or orcs who would just want to steal the stuff to use it for themselves, or even dragons who want to steal the stuff just to put it in a big pile and sit on top of it... some of these monsters are chaotic evil and would seriously want to destroy a prosperous society just because it's prosperous and people aren't suffering and they're just that mean. This makes me think that any society that manages to pull itself out of the dirt will have to be kind of dystopian police state. Security would have to be extremely important in order to prevent everything they've built up from being smashed quite abruptly.

Hey, maybe the "medieval" state of D&D-land isn't so much medieval stasis but a perpetual post-apocalyptic state after a more prosperous nation has been crushed by forces from within and without. The "ancient magical empire where everything was great" is, after all, a staple of the genre.


Xeviat

Great points sparkletwist (and as an aside, my headache is making me read your handle as sparklet wist). You put into words something that had been nagging in the back of my mind. Perhaps there would be some industry in the world, as the rules are just a snapshot of now; the creation of magic items doesn't require an actual burning of X pounds of gold, it's items that are worth that much. Perhaps those values could change with time. Also, magical research is a part of the genre, so again, maybe things will grow more efficient with time. After all, real world weapon technology went from copper to bronze to iron to steel ... perhaps magic develops similarly.

But I do agree that public works projects should be more common than items for the individual. Those items for the individual cost money, and NPCs do have a listed gear value:

level 1: 900 gp
2: 2,000
3: 2,500
4: 3,300 ...

This doesn't mean this is the spending money they have in their pocket, just like the 100 gp 1st level characters start with it is accumulated over a long time. Still, I don't think those really work out for "commoners"; either that, or the 1 sp per week for unskilled laborers is rather low (there's no reason anyone is going to be "unskilled", since a level 1 human commoner with an Int of 10 is going to be rank 4 in three skills, so there will be some profession they're good at).

I do really like the notion that the medieval state is due to a constant police state, and frequent destruction. Perhaps humans society is "the law". Law is a concrete, cosmic force, after all.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Xathan

One thing to consider - that 900gp at first level could be considered to include all worldly possessions, including their herds and the house and that one sword that grandpa brought home from the war that never seems to get dull and the land they live on (including the ore beneath it)...which would mean a level 1 commoner would technically have 900gp worth of possessions, but very little by way of liquid assets.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Stargate525

Yes, that 900gp is all wealth, not just liquid assets.

And the 5sp thing is preposterous, as 99% of the population will have a lower cap of whatever they can make with their +3 profession check (or a fixed income around that value for employed workers). This makes gold actually a fairly fluid thing. There's a LOT of it sloshing about in the economy.

As far as your metropolis, you'll also need to figure that the size of the city will both limit the effectiveness of public works projects, and assist in the bleeding off of that wealth (the adventurers have to be getting it from somewhere). Your city is going to be at least three square miles in size (larger, if you give the middle class more modern land allowances, and the noblemen urban estates). That's a lot of area for a city to police, as well as the farmland that's feeding this monster.

I agree with the above posters; either this society will quickly become a beacon of standard of living for people through magic, or it'll be a crater. The amount of money flowing around and the cost of mass public works through magic are too high and too low, respectively. The only thing that could stop that, I feel, is if the city existed in a permanent state of war. Either against intelligent outsiders, or organized crime, or hordes of beasts. SOMETHING has to be bleeding off enough wealth and resources that the society never quite manages to sock enough away to finish that water system, or the everburning flame streetlamps, or the endless food delivery services.

That is, if you want to maintain the classical D&D feel.
My Setting: Dilandri, The World of Five
Badges: