Rogthnor
2018-03-04, 02:26 PM
I was on another thread earlier, and someone wrote this.
WhatIf said: ↑
If you insist in rooting D&D in some form of realism
It hilariously fails to be an actual Medieval setting
So I was thinking about how to reconcile the above two points. Thinking about it I remembered the metaphor of magic as technology that @Chloe Sullivan often brings up. (Which I really like by the way)
Chloe Sullivan said: ↑
Well, technically, all adventurers are magic users. Even a fighter, (which don't exists in many of my games because why would they when Warblades and Psychic Warriors are a thing?) in 3.x games is wearing the GDP of a substantial nation in magic items by the high levels.
D&D magic is technology, and like in any technological society, Spec Ops soldiers equip themselves with the best tech that money can buy.
Magic is ubiquitous in D&D, and there are no mundanes among adventurers. Martial characters use martial magic. They may not call it magic, but it's fundamentally still super-human if not supernatural.
There are no [ordinary] or [mundane] abilities after all. Even 'non-magic' abilities in 3.5 are [extraordinary] and can explicitly break physics.
Chloe Sullivan said: ↑
D&D is fundamentally a high tech world where the tech happens to run on magic. if you can't at least afford an elephant gun and a jeep, stay the [expletive] out of the elephant hunting grounds. Adventurers are highly trained, lavishly equipped spec ops. If you want to play mortals the dysenterying, please leave me out of it.
Chloe Sullivan said: ↑
Again, D&D 3.x is a fundamentally modern combat paradigm, which is why you get fantasy equivalents to Radar, Radio, Artillery, Drones, etc.
I means sure, instead of COD: Modern Warfare, you can play COD: Viet Cong, but well... If I want to play low magic GOT-esque fantasy, I can find a more thematically grounded system for it than PF, thank you.
Chloe Sullivan said: ↑
D&D is not modern first world country where deadly threats are rare. D&D is a setting where you can run into Acid-Spitting Giant Bugs (****ing Ankhegs!) if you go even a bit off the beaten path (and can still run into bandits on the beaten path easily enough).
Chloe Sullivan said: ↑
Yes, D&D is absolutely a setting where characters will eagerly upgrade from Inherited Sword to Sword of Smiting +3 given the chance. just like in real life where if you are under attack by a mob of AK-wielding terrorists, you will happily upgrade from your daddy's service revolver to a MP-5 given the chance (and availability of ammo).
Chloe Sullivan said: ↑
And the PC can go toe to with a Dragon in melee ... precisely because he is wearing at least the GDP of Botswana in magic gear and buffing powers.
Chloe Sullivan said: ↑
D&D characters would actually need the fantasy equivalent of Kelvar tactical armor to get away with that sort of ****. Be that adamantine chainmail or psionic force screens. Because D&D doesn't give you plot shields.
Chloe Sullivan said: ↑
That's a ****ty base of comparison. Adventurers are not Bob the beat cop. They're the fantasy version of Spec Ops squads and Airstrikes. Which means that the threats they worry about are the fantasy equivalent of Missile batteries, attack helicopters, and AFVs. EG: dragons, beholders, and necromancers.
Fighting a beholder is rocket tag, just like modern fighter jet battles are often settled with a single exchange of missiles. We have the technology/magic to be that lethal.
And when you volunteer to wade into Taliban-held-Territory/Tomb of Lich Kings as a squad of four up against who knows how much nasty traps, insurgents/monsters, and weaponry/spells, you damn well carry the best gear money can buy, with the best doctrine you(r nation) can devise.
It's a good metaphor. The D&D world is closer to modern day, or the cold war, than it is to a medieval world. The Material Plane is a land ravaged by war and pestilence and lower wealth and prosperity than other planes, It's the Third World! Baator sets up proxy governments on the Third World Material Plane to ensure a steady supply of Oil Souls.
Fiendish Codex II: Tyrants of the Nine Hells Pages 13-14 said:
HUNTING GROUNDS
Faustian pacts and active corruption of souls by imps should play a major role in any campaign that pits player characters against devils. Soul harvesting can take many fun and dramatic forms and create plenty of entertaining story possibilities.
However, only a tiny fraction of the wracked souls streaming into Baator on a daily basis were condemned to spend eternity there by the active participation of devils. The vast majority of the damned became lawful evil early in life and stayed that way until they died, without ever getting within miles of a devil.
Nevertheless, many such souls are still marked and claimed by particular devils even before reaching Baator. Exceptions include those souls marked as the property of lawful evil deities or the rare few souls that owe their choice of alignment to no creature, region, or religion.
The apportionment occurs through a system of “hunting grounds,” in which individual devils stake out territories on various Material Plane worlds. All mortals who become lawful evil within a given territory arrive in Baator with the mark of a diabolical owner on their souls—unless they were actively turned by another devil.
Because these territories can produce large numbers of souls without the active participation of the devil that claims them, they are highly coveted—and what devils covet, they fight for. Thus, while the owners of territories need to expend little or no effort securing individual damnations, they must constantly struggle to fend off other devils trying to encroach on their turf.
For this reason, much diabolical activity on the Material Plane consists of internecine conflict between cadres of devils. Vassals of rival lords struggle to control territory rich in lawful evil souls. Devils within organizations scheme to oust their superiors and ascend to the vacant positions. Cultists and other mortal minions are drawn into these struggles, along with lesser devils serving the local bosses.
At the same time, the Lords of Hell who control these areas must ensure that their hunting grounds remain fertile sources of damned souls. It does no good to drive off rivals if at the same time the forces of good are turning ordinary people away from evil, or demons are inducing a taste for chaos among the populace.
The Lords of Hell assign territories within rich hunting grounds to favored greater devils called undercontrollers or factotums. Such assignments are always highly political in nature. For example, an ambitious but troublesome servitor might be granted dominion over an area securely controlled by a vassal of a rival archdevil. In such a case, the underhanded lord wins, no matter what happens. If the pesky servitor prevails over the rival, the lord’s soul intake increases. If not, she rids herself of an annoying underling while escaping accusations of unfair treatment. After all, the destroyed minion was granted an enviable opportunity, wasn’t it? Some undercontrollers spend the bulk of their time within the boundaries of their assigned areas, but most prefer to operate as absentee lords, governing from Baator while trusted lieutenants monitor the situation on the ground. In keeping with the tendency of devils to delegate, undercontrollers often carve their territories into portions, which they dole out to loyal inferiors. Depending on the size of a given territory, it might be further parceled, with shares consisting of neighborhoods or villages going to followers of the followers.
The minions of factotums jockey for position, hoping for the chunks of territory with the highest concentrations of damnation-bound mortals. Some undercontrollers allow their subordinates to battle each other for turf, so that the fittest prevail. Others, especially those pressed by rivals of their own, forbid infighting, preserving resources for turf wars that might cost them a share of their souls.
Fiendish Codex II: Tyrants of the Nine Hells Page 15 said:
Tending Damnation’s Garden
Undercontrollers take an acute interest in the customs and structures of the societies based in their assigned hunting grounds. Most mortals are only weakly aligned. They go about their daily business without thinking too much about the big issues, and they rarely take actions dramatic enough to register as good, evil, lawful, or chaotic.
Devils use their behind-the-scenes influence, whether as political advisors, cult leaders, or purchasers of souls, to force the vast majority of ordinary folks to take a stand—on their side.
Thus, devil-influenced societies tend to display the following characteristics.
Unquestioning Deference to Authority: Rulers are loved and obeyed because they are rulers.
Worship of Strength: Benevolence is considered undesirable and a sign of weakness, both in leaders and in neighbors. People grow up hoping to prove both their strength and their ability to dominate others.
Strict Rules: Conformity to a single identity is harshly enforced. Citizens strive to prove that they belong to a mass whose collective wisdom is greater than individual will. Foreigners and minorities are oppressed when weak and seen as threats when strong. All endeavors, no matter how innocuous, must express the prevailing ideology.
Intrusive Control: The authorities monitor all pursuits and activities, ensuring that strict rules are followed to the letter. Ordinary people are expected to be strong, pure, militant, and self-denying.
Harsh Punishments: Tough punishments are routinely meted out for even minor infractions. The common person enthusiastically supports public humiliation, floggings, torture, and related forms of corporal punishment. Ordinary folk view such measures as essential to the maintenance of social discipline.
Bureaucratic Precision: All transactions, especially those of enforcement authorities, are tracked and recorded with obsessive attention to detail. No official act is too sadistic or gruesome to engender shame; all must be entered accurately into the annals, for posterity’s sake.
Exemptions for Rulers: The rules are meant for everyone except figures of high authority, who are by definition so important that their actions cannot be contained in a rules set. They deserve all the comfort, pleasure, and aggrandizement they can get. Anyone who says this attitude represents a contradiction in terms is arrested, imprisoned, and tortured.
Expansionist Aims: Believing fervently in their manifest superiority, citizens of this culture cannot bear the thought of other societies that are organized differently or that adhere to other values. Such decadent cultures must be conquered, subjugated, and turned into reflections (though inevitably inferior ones) of the lawful evil society.
Devils wholly embrace the above values, which mirror those of Baator itself. At the same time, they recognize that societies based on these principles function as damnation machines, sending more souls to Baator than cultures functioning on any other ideology.
In theory, devils can live forever, so they tend to think in an extended time scale. Some of their best schemes take several generations to pay off. Any act that corrupts a society toward the above model can eventually turn it into a fertile territory for soul collection and is thus eminently worthwhile.
The Planes of Good send missionaries and set up humanitarian groups in the form of churches. These organizations treat disease through Remove Disease. they provide water purification through Purify Food and Drink. They provide food and water aid through Create Food and Water. They can even restore lost limbs through Regenerate, cure the blind and deaf through Remove Blindness/Deafness, and even bring back the dead through Raise Dead, Resurrection, and True Resurrection. They do have an interest in the region, souls, but they are also doing it for the good of the people living there.
Local governments, some of them potentially fragile democracies
3.5 Dungeon Master's Guide Page 140 said:
Republic: A republic is a system of government headed by politicians representing the people. The representatives of a republic rule as a single body, usually some sort of council or senate, which votes on issues and policies. Sometimes the representatives are appointed, and sometimes they are elected. The welfare of the people depends solely on the level of corruption among the representatives. In a mainly good-aligned republic, conditions can be quite pleasant. An evil republic is as terrible a place to live as a land under the grip of a tyrant.
In an advanced republic, the people directly elect the representatives. This type of republic is often called a democracy. In such lands, the right to vote becomes a class-based privilege. Citizenship might be a status that can be bought or earned, it might be granted automatically to those born in the location governed by the republic, or it might only transfer via bloodline. Because having the entire populace vote on representatives is cumbersome, this political system usually works only in small areas, such as a city-state.
most governments not democratic but at least leaning towards good. These governments may have questionable justice systems and strong economic inequality but the Seven Mounting Heavens of Celestia hopes to be a positive influence on the region.
Local countries are often trying to develop their own magical weapons programs rather than having to buy them from foreign planes. However this can come at a cost to single-minded nations who focus on weapons programs while leaving their people starving and diseased. In this desperate land your PCs must rise to the challenge of dealing with the threats to their community and doing some good in the world.
(Of course if you wanted to do Rogue Trader, but in D&D, you could always do Spelljammer imperialism/colonialism. Spelljammer is more 20th century than the more Planescape-ish modern day or cold war I described above.)
The reason I bring this up is that it perfectly encapsulates something I really love about dnd, what I call emergent campaign settings. Dnd is generally assumed to represent a medieval fantasy setting, but I really enjoy when people look at bits of fluff and, and use it as inspiration to create unique settings or set pieces for their world. The Tippyverse is another great example of this.
So does anyone have any interesting bits of world building or fluff that they have devised by looking at the RAW and combining that via fluff? For example I've come up with several differewnt arguments to justify creating undead being an always evil act so that the rules and my fluff coincide.
WhatIf said: ↑
If you insist in rooting D&D in some form of realism
It hilariously fails to be an actual Medieval setting
So I was thinking about how to reconcile the above two points. Thinking about it I remembered the metaphor of magic as technology that @Chloe Sullivan often brings up. (Which I really like by the way)
Chloe Sullivan said: ↑
Well, technically, all adventurers are magic users. Even a fighter, (which don't exists in many of my games because why would they when Warblades and Psychic Warriors are a thing?) in 3.x games is wearing the GDP of a substantial nation in magic items by the high levels.
D&D magic is technology, and like in any technological society, Spec Ops soldiers equip themselves with the best tech that money can buy.
Magic is ubiquitous in D&D, and there are no mundanes among adventurers. Martial characters use martial magic. They may not call it magic, but it's fundamentally still super-human if not supernatural.
There are no [ordinary] or [mundane] abilities after all. Even 'non-magic' abilities in 3.5 are [extraordinary] and can explicitly break physics.
Chloe Sullivan said: ↑
D&D is fundamentally a high tech world where the tech happens to run on magic. if you can't at least afford an elephant gun and a jeep, stay the [expletive] out of the elephant hunting grounds. Adventurers are highly trained, lavishly equipped spec ops. If you want to play mortals the dysenterying, please leave me out of it.
Chloe Sullivan said: ↑
Again, D&D 3.x is a fundamentally modern combat paradigm, which is why you get fantasy equivalents to Radar, Radio, Artillery, Drones, etc.
I means sure, instead of COD: Modern Warfare, you can play COD: Viet Cong, but well... If I want to play low magic GOT-esque fantasy, I can find a more thematically grounded system for it than PF, thank you.
Chloe Sullivan said: ↑
D&D is not modern first world country where deadly threats are rare. D&D is a setting where you can run into Acid-Spitting Giant Bugs (****ing Ankhegs!) if you go even a bit off the beaten path (and can still run into bandits on the beaten path easily enough).
Chloe Sullivan said: ↑
Yes, D&D is absolutely a setting where characters will eagerly upgrade from Inherited Sword to Sword of Smiting +3 given the chance. just like in real life where if you are under attack by a mob of AK-wielding terrorists, you will happily upgrade from your daddy's service revolver to a MP-5 given the chance (and availability of ammo).
Chloe Sullivan said: ↑
And the PC can go toe to with a Dragon in melee ... precisely because he is wearing at least the GDP of Botswana in magic gear and buffing powers.
Chloe Sullivan said: ↑
D&D characters would actually need the fantasy equivalent of Kelvar tactical armor to get away with that sort of ****. Be that adamantine chainmail or psionic force screens. Because D&D doesn't give you plot shields.
Chloe Sullivan said: ↑
That's a ****ty base of comparison. Adventurers are not Bob the beat cop. They're the fantasy version of Spec Ops squads and Airstrikes. Which means that the threats they worry about are the fantasy equivalent of Missile batteries, attack helicopters, and AFVs. EG: dragons, beholders, and necromancers.
Fighting a beholder is rocket tag, just like modern fighter jet battles are often settled with a single exchange of missiles. We have the technology/magic to be that lethal.
And when you volunteer to wade into Taliban-held-Territory/Tomb of Lich Kings as a squad of four up against who knows how much nasty traps, insurgents/monsters, and weaponry/spells, you damn well carry the best gear money can buy, with the best doctrine you(r nation) can devise.
It's a good metaphor. The D&D world is closer to modern day, or the cold war, than it is to a medieval world. The Material Plane is a land ravaged by war and pestilence and lower wealth and prosperity than other planes, It's the Third World! Baator sets up proxy governments on the Third World Material Plane to ensure a steady supply of Oil Souls.
Fiendish Codex II: Tyrants of the Nine Hells Pages 13-14 said:
HUNTING GROUNDS
Faustian pacts and active corruption of souls by imps should play a major role in any campaign that pits player characters against devils. Soul harvesting can take many fun and dramatic forms and create plenty of entertaining story possibilities.
However, only a tiny fraction of the wracked souls streaming into Baator on a daily basis were condemned to spend eternity there by the active participation of devils. The vast majority of the damned became lawful evil early in life and stayed that way until they died, without ever getting within miles of a devil.
Nevertheless, many such souls are still marked and claimed by particular devils even before reaching Baator. Exceptions include those souls marked as the property of lawful evil deities or the rare few souls that owe their choice of alignment to no creature, region, or religion.
The apportionment occurs through a system of “hunting grounds,” in which individual devils stake out territories on various Material Plane worlds. All mortals who become lawful evil within a given territory arrive in Baator with the mark of a diabolical owner on their souls—unless they were actively turned by another devil.
Because these territories can produce large numbers of souls without the active participation of the devil that claims them, they are highly coveted—and what devils covet, they fight for. Thus, while the owners of territories need to expend little or no effort securing individual damnations, they must constantly struggle to fend off other devils trying to encroach on their turf.
For this reason, much diabolical activity on the Material Plane consists of internecine conflict between cadres of devils. Vassals of rival lords struggle to control territory rich in lawful evil souls. Devils within organizations scheme to oust their superiors and ascend to the vacant positions. Cultists and other mortal minions are drawn into these struggles, along with lesser devils serving the local bosses.
At the same time, the Lords of Hell who control these areas must ensure that their hunting grounds remain fertile sources of damned souls. It does no good to drive off rivals if at the same time the forces of good are turning ordinary people away from evil, or demons are inducing a taste for chaos among the populace.
The Lords of Hell assign territories within rich hunting grounds to favored greater devils called undercontrollers or factotums. Such assignments are always highly political in nature. For example, an ambitious but troublesome servitor might be granted dominion over an area securely controlled by a vassal of a rival archdevil. In such a case, the underhanded lord wins, no matter what happens. If the pesky servitor prevails over the rival, the lord’s soul intake increases. If not, she rids herself of an annoying underling while escaping accusations of unfair treatment. After all, the destroyed minion was granted an enviable opportunity, wasn’t it? Some undercontrollers spend the bulk of their time within the boundaries of their assigned areas, but most prefer to operate as absentee lords, governing from Baator while trusted lieutenants monitor the situation on the ground. In keeping with the tendency of devils to delegate, undercontrollers often carve their territories into portions, which they dole out to loyal inferiors. Depending on the size of a given territory, it might be further parceled, with shares consisting of neighborhoods or villages going to followers of the followers.
The minions of factotums jockey for position, hoping for the chunks of territory with the highest concentrations of damnation-bound mortals. Some undercontrollers allow their subordinates to battle each other for turf, so that the fittest prevail. Others, especially those pressed by rivals of their own, forbid infighting, preserving resources for turf wars that might cost them a share of their souls.
Fiendish Codex II: Tyrants of the Nine Hells Page 15 said:
Tending Damnation’s Garden
Undercontrollers take an acute interest in the customs and structures of the societies based in their assigned hunting grounds. Most mortals are only weakly aligned. They go about their daily business without thinking too much about the big issues, and they rarely take actions dramatic enough to register as good, evil, lawful, or chaotic.
Devils use their behind-the-scenes influence, whether as political advisors, cult leaders, or purchasers of souls, to force the vast majority of ordinary folks to take a stand—on their side.
Thus, devil-influenced societies tend to display the following characteristics.
Unquestioning Deference to Authority: Rulers are loved and obeyed because they are rulers.
Worship of Strength: Benevolence is considered undesirable and a sign of weakness, both in leaders and in neighbors. People grow up hoping to prove both their strength and their ability to dominate others.
Strict Rules: Conformity to a single identity is harshly enforced. Citizens strive to prove that they belong to a mass whose collective wisdom is greater than individual will. Foreigners and minorities are oppressed when weak and seen as threats when strong. All endeavors, no matter how innocuous, must express the prevailing ideology.
Intrusive Control: The authorities monitor all pursuits and activities, ensuring that strict rules are followed to the letter. Ordinary people are expected to be strong, pure, militant, and self-denying.
Harsh Punishments: Tough punishments are routinely meted out for even minor infractions. The common person enthusiastically supports public humiliation, floggings, torture, and related forms of corporal punishment. Ordinary folk view such measures as essential to the maintenance of social discipline.
Bureaucratic Precision: All transactions, especially those of enforcement authorities, are tracked and recorded with obsessive attention to detail. No official act is too sadistic or gruesome to engender shame; all must be entered accurately into the annals, for posterity’s sake.
Exemptions for Rulers: The rules are meant for everyone except figures of high authority, who are by definition so important that their actions cannot be contained in a rules set. They deserve all the comfort, pleasure, and aggrandizement they can get. Anyone who says this attitude represents a contradiction in terms is arrested, imprisoned, and tortured.
Expansionist Aims: Believing fervently in their manifest superiority, citizens of this culture cannot bear the thought of other societies that are organized differently or that adhere to other values. Such decadent cultures must be conquered, subjugated, and turned into reflections (though inevitably inferior ones) of the lawful evil society.
Devils wholly embrace the above values, which mirror those of Baator itself. At the same time, they recognize that societies based on these principles function as damnation machines, sending more souls to Baator than cultures functioning on any other ideology.
In theory, devils can live forever, so they tend to think in an extended time scale. Some of their best schemes take several generations to pay off. Any act that corrupts a society toward the above model can eventually turn it into a fertile territory for soul collection and is thus eminently worthwhile.
The Planes of Good send missionaries and set up humanitarian groups in the form of churches. These organizations treat disease through Remove Disease. they provide water purification through Purify Food and Drink. They provide food and water aid through Create Food and Water. They can even restore lost limbs through Regenerate, cure the blind and deaf through Remove Blindness/Deafness, and even bring back the dead through Raise Dead, Resurrection, and True Resurrection. They do have an interest in the region, souls, but they are also doing it for the good of the people living there.
Local governments, some of them potentially fragile democracies
3.5 Dungeon Master's Guide Page 140 said:
Republic: A republic is a system of government headed by politicians representing the people. The representatives of a republic rule as a single body, usually some sort of council or senate, which votes on issues and policies. Sometimes the representatives are appointed, and sometimes they are elected. The welfare of the people depends solely on the level of corruption among the representatives. In a mainly good-aligned republic, conditions can be quite pleasant. An evil republic is as terrible a place to live as a land under the grip of a tyrant.
In an advanced republic, the people directly elect the representatives. This type of republic is often called a democracy. In such lands, the right to vote becomes a class-based privilege. Citizenship might be a status that can be bought or earned, it might be granted automatically to those born in the location governed by the republic, or it might only transfer via bloodline. Because having the entire populace vote on representatives is cumbersome, this political system usually works only in small areas, such as a city-state.
most governments not democratic but at least leaning towards good. These governments may have questionable justice systems and strong economic inequality but the Seven Mounting Heavens of Celestia hopes to be a positive influence on the region.
Local countries are often trying to develop their own magical weapons programs rather than having to buy them from foreign planes. However this can come at a cost to single-minded nations who focus on weapons programs while leaving their people starving and diseased. In this desperate land your PCs must rise to the challenge of dealing with the threats to their community and doing some good in the world.
(Of course if you wanted to do Rogue Trader, but in D&D, you could always do Spelljammer imperialism/colonialism. Spelljammer is more 20th century than the more Planescape-ish modern day or cold war I described above.)
The reason I bring this up is that it perfectly encapsulates something I really love about dnd, what I call emergent campaign settings. Dnd is generally assumed to represent a medieval fantasy setting, but I really enjoy when people look at bits of fluff and, and use it as inspiration to create unique settings or set pieces for their world. The Tippyverse is another great example of this.
So does anyone have any interesting bits of world building or fluff that they have devised by looking at the RAW and combining that via fluff? For example I've come up with several differewnt arguments to justify creating undead being an always evil act so that the rules and my fluff coincide.