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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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JuhaVesanto
juuso

Sat

Mar 26
2005

22:05



Wikify

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

Jefferson wrote:
> 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

Nice. Although the progression, especially on the magic/psion/etc.
scales on the medium-to-high levels is too rigid for my taste.
I mean, there are so many alternate paths with things that are totally
up to GM definition...

>>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?

Yes.

> 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?

Clear glass: yes.
Double entry bookkeeping: well, perhaps in the more advanced merchant 
guilds. I mean, this is a process, not a technology.
Positional math: yes.
Spinning wheel: yes.
Mathematical symbols: yes.
Mechanical clocks: I'd say Andrew is right about this. Some trials,
but water clocks etc. are still far more reliable.

juuso
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