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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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JeffersonWilson
Jefferson

Sat

Mar 26
2005

18:58

[Cel] [RULES] Juuso -- Need GM Decision on Technology

Juha Vesanto wrote:
> Jefferson wrote:
> 
>>Andrew and I are suffering from a fundamental disagreement on the level of 
>>technology on Qaiyore.  I've posted the relevent pages from _Aria_ on the 
>>website so that we can all be looking at the same information.  The difference 
>>seems to lie in what the advanced metallurgic technological base constitutes. 
> 
> First thing here is that I really don't like Aria's technological 
> scales. They reflect too much the historical technological paths,

Not too much way of avoiding that, but that history is exclusively 
european, and ignoring China creates quite a few problems.  I also don't 
like the bias towards architecture, and in a few places the scales are 
simply _wrong_.

> and have no allowance at all for magical developments or alternate
> paths. That said, they do have value in showing the general structure.

And put us all on the same page for discussion purposes.  I have my own 
tech scale, which can be found at 
http://www.picotech.net/~jeff_wilson63/rpg/devrate.htm

My Development ratings are a work in progress and I welcome comments. 
There have been some major revisions recently, so there are likely some 
omissions or contradictions that I would welcome help finding.

> In terms of technology, my principle is that anything that doesn't
> conflict with the history, and is consistent with the feel of the
> period is ok.
> 
> If I have to use the Aria scales, here goes:
> 
> Dominant materials: level 12 at least for advanced societies on Qaiyore, 
> level 10 for less advanced. Like Andrew said, the high tech might reach 
> upto 15. But that technology is not very mature yet.

OK.  That's what was confusing me.  I place "advanced metallurgy" much 
earlier on the tech scale.  Certainly at materials 12 crossbows are not 
difficult to manufacture, though they may not be economic.

> Power & manufactoring: mostly level 13, but localized technological
> innovations upto level 15 exist. If someone suggested a windmills,
> I wouldn't say no immediately.

OK.  That's where I thought things were.

> Agriculture: *very* dependent on the culture, from 10 to 20. Use of 
> magic (whether effective or not) prevalent.
> 
> Building and construction: dependent on the culture, from 10 to 20,
> but mostly upto 13. Most fantastical buildings constructed with the aid 
> of magic.

OK, basically 13, but with magical improvements allowing 20 in some cases?

> Transport and communication: level 15, individual societies may reach
> upto 17. No astrolabe or quadrant, though.
> 
> Military: dependent on the culture, from 10 to 19. No gunpowder, though.
> 
> Misc.: mostly upto 12. Frequent individual innovations upto 20. Mostly
> with the aid of magic, though.
> 
> I hope this clarified things. If not, ask for more.

Yep.  I was judging things much lower, at around 1100 Europe.  Instead, 
things are closer to 1400 Europe.  On my tech rating system (see above) 
that's a major difference (2.8 to 3.8).  Which means that clear glass is 
available (though spectacles have not been invented) along with double 
entry bookkeeping and positional mathematics.  What about spinning wheels, 
mathematical symbology, and mechanical clocks?

Jefferson
http://www.picotech.net/~jeff_wilson63/rpg/Exq_Main.html



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