While I’ve spent the last few weeks talking about the types and styles of civilizations, from City States to Feudal Nations, and the populations that live in them, this week will bring a close, both figuratively and literally to the chapter on nations. I’m going to talk a little bit about how nations defined themselves and their boundaries and their lands.
The last few articles have revolved around how traditional civilizations exist. I do want to hit on a-typical civilization, like tribalism, nomadism, and other types of pre-modern societies pop up, but I think that is for a later time. Today, I want to talk about Demographics and Populations – less of how the people work, and more of who the people are.
I talked a little bit, in Nations, about how our concept of nations and what normally exists, is a little bit flawed. I then went into city states, because they are a simpler system, but now I want to talk a bit about Kingdoms, and therefore, Feudal Societies.
Last week, I talked about the strange anachronisms that we as players and writers bring to our worlds regarding nations, and what nations are conceived to be. Today I want to take a look at a much more common form of Polity, the City-State.
In direct contrast to last weeks focus, this week I want to talk a bit about the concept, formation, and anachronisms surrounding some of the nations in our RPG campaigns and other worlds. This is a fascinating topic because there is so much that is hard to understand from our point in time.
One of the greatest realizations about running a game came to me while reading my least favorite game to adjucate, D&D 4e. While the game had many flaws, its basic setting being focused on Points of Light lead me to the realization of what I had been doing wrong this whole time. Continue reading
One of the selling points of many fantasy games is that they exist in an alternate world and an alternate time. The setting, the culture, and the world are all unique creations, reflections of the creators mind and the creativity that they can express. However, one of the more finicky things that defines a setting that is often disregarded is focusing on the appropriate technological level in a detailed way. Lets take a look.
By now, having passed through the basic bedrock of a world. We’ve talked about the geological and physical aspects, how flora and fauna should be considered, and now we’ve even talked about how the most fantastic of aspects, magic itself, should be woven in realistic ways. Now, its time to move on to the hard stuff. Its time to talk People.
While I’ve focused on the Interaction between people and magic, as well as where magic comes from, there is another interaction with magic that must be looked at: That of Innate spell casters. While speaking about how biological and chemical magic happens , Innate magic is a different topic all together.