Home | Forum | Unread | Sign in | Sign in | Beta? | Wiki
The Phoenyx
your roleplaying community

discussion > gamers > main

GAMERS is about roleplaying games (including sims) and almost anything of interest to the average roleplayer.
Subscribe | Unread | Recent | Group options | Topic options | Post
JoelArellano
Joel Arellano

Sun

Jun 24
2001

20:01Z

Technology in fantasy worlds

I just finishing reading a column on introducing technology items into 
fantasy world campaigns. What's your definition of technology? For instance, 
is full-plate armour technology? What about agriculture? How about 
metallurgy? Then, after defining technology, how much of it to introduce to 
a pseudo-medieval world of magic and deities? The classic example, of 
course, is guns.

What's your take?
----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

TimHall
Tim Hall

Sun

Jun 24
2001

20:49Z

Technology in fantasy worlds

Joel Arellano wrote:

>I just finishing reading a column on introducing technology items into 
>fantasy world campaigns. What's your definition of technology? For instance, 
>is full-plate armour technology? What about agriculture? How about 
>metallurgy? Then, after defining technology, how much of it to introduce to 
>a pseudo-medieval world of magic and deities? The classic example, of 
>course, is guns.

Add a lot of industrial-era technology to a medieval setting and it
ceases to be medieval.  Keep the magic and it's still fantasy.

Why does fantasy *have* to be pseudo-medieval anyway?   Although all
the formulaic Eddingsiads and their ilk are based on Tolkien-via-DnD
pseudo-medieval settings, there have been plenty of both fantasy
fiction and fantasy games which feature other types of settings.

As this point I could insert a shameless plug my own on-line game here
- see www.phoenyx.net/kalyr - which is a fantasy setting with deities,
magic (actually psionics), and guns and nuclear-powered milk-floats.
--
Tim Hall, http://www.kalyr.com

"It's a fine line between stupid and clever"
 - Spinal Tap
----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

LlwAtts
LLWatts

Mon

Jun 25
2001

01:57Z

Technology in fantasy worlds

> I just finishing reading a column on introducing technology items into 
>  fantasy world campaigns. What's your definition of technology? For 
instance, 
>  is full-plate armour technology? What about agriculture? How about 
>  metallurgy? Then, after defining technology, how much of it to introduce 
to 
>  a pseudo-medieval world of magic and deities? The classic example, of 
>  course, is guns.

Technically, I think agriculture (or at least the plow) is considered 
technology.  I wouldn't hesitate to include it in a medieval-type world, 
though :) .  The same with metallurgy, though nothing fancy; working with 
bronze, iron, and steel is certainly legit. As far as guns go, how advanced 
did you want to make the guns?  IIRC "hand cannons" date back to the late 
middle ages -- think a miniature cannon on the end of a stick, fired by 
poking a hot wire through a touchhole on the cannon, assuming you didn't blow 
yourself up.  Matchlocks would be questionable, and flintlocks or percussion 
caps are Right Out.

Have you seen _Cathedral, Forge, and Waterwheel_ by Frances and Joseph Gies?  
It's a nice overview of medieval technology.  _The Ancient Engineers_ by L 
Sprague deCamp is OK, but a bit early for your period.

Leah
----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

AG
a & g

Tue

Jun 26
2001

05:58Z

Technology in fantasy worlds

on 6/25/01 4:01 AM, Joel Arellano at joelarellano@hotmail.com wrote:

> I just finishing reading a column on introducing technology items into
> fantasy world campaigns. What's your definition of technology? For instance,
> is full-plate armour technology? What about agriculture? How about
> metallurgy? Then, after defining technology, how much of it to introduce to
> a pseudo-medieval world of magic and deities? The classic example, of
> course, is guns.
> 
> What's your take?

    
    Defining technology in it's actual sense I don't think is really what
you're looking for. When "man" first started to chip sharp rocks and slap
together mud into pots, that's technology. Virtually anything that is
"crafted" is technology of some sort.
    Well, the obvious answer of how much to introduce to a pseudo-medieval
world, would be medieval level technology. Of course, this varies a lot as
the "medieval period" runs quite a ways, and there were different technology
levels at different parts of the world. To keep it "medieval style" you
would keep it at the "D&D" level of things.
    But really, if it's your world, you can have had the technology progress
however you want. You can even pick and choose what is common place in the
world (hey, it's your world, right?). Suppose that in your world steam power
became popular before gun powder. That might even set up an industrial
revolution before and agricultural one.
    IMHO, what you really have to think about is the consequences of
technology introduction. It's fairly simple to make stats for handguns, or
even laser pistols, and slap them into any fantasy based game system. But if
you want the game to be realistic (which you are of course under no
obligation to do), think about how else that same technology would be used
in that setting (or find some excuse that keeps it seperate in the world).
For instance, if there were handguns (ie, the step from gun powder to
smokeless powder) in the world, wouldn't there also be dynamite, grenades,
different mining methods, would there be "bombing" by zeppelins and hot air
ballons? Or, maybe somehow handguns just kind of "fell into" the scenario,
which would of course make them prized possessions as the technology would
be impossible to recreate by the current scientists (or would it? :)
    
    Many Thanks,

    Zealot

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

MichaelOrton
Michael Orton

Mon

Jul 2
2001

01:27Z

Technology in fantasy worlds

I think Arther C Clake had the right idea on this when he observed that
there is no effective difference between magic and sufficiently advanced
technology.

What is the difference between a laser pistol and a wand of magic missiles?

What is the difference between a handgrenade and a Fireball?

I'd say don't let technology into your fantasy world because if you do you
displace the magic and all you have left is a mundane world.

Is full plate technology?  Of course, but the degree of smithcraft required
means it is very rare and expensive stuff.

Does agriculture count?   Well yes and no.   In a fantasy world this would
be the domain of priests rather than wizards, but actually it is the work of
sages.

Metallurgy?   What do you think the Dwarfs are doing?

The usual difference is that "magic" tends to be secret knowledge held by
specialists while "technology" can be used by anyone even if they don't
understand it.   A key part of the flavour of the fantasy genre is that the
tech level for the pesant class is low, but some folk get to play with a
special effects budget.

Rgds,
Michael.

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

AG
a & g

Tue

Jul 3
2001

03:26Z

Technology in fantasy worlds

on 7/2/01 9:27 AM, Michael Orton at conteck@vossnet.co.uk wrote:

> I think Arther C Clake had the right idea on this when he observed that
> there is no effective difference between magic and sufficiently advanced
> technology.
> 
> What is the difference between a laser pistol and a wand of magic missiles?
> 
> What is the difference between a handgrenade and a Fireball?

    I've really got to disagree here. Granted, the effects you describe can
be very similar, and depending on the system they can be identical. But I
think the system that has a laser pistol and a magic missile wand near
identical is unheard of.
    Magic users in games typically "replenish" their supply of magical
power, usually daily. This means that while a laser pistol will eventually
run out of charge, a magic user never will, as long as they live.
    This is not to mention the side of magic that technology as we know it
has not even begun to touch. Astral projection, mind reading/control,
summoning, banishment, "blessings", reanimation (living or undead), etc.

    It is possible to build or perhaps find a game system where the use of
magic exactly mirrors the use of technology, and then I think you would be
correct - they would be too close to bother incorporating them both. But I
have yet to find a game system that does this, and I don't think I'd like to
do so.

> The usual difference is that "magic" tends to be secret knowledge held by
> specialists while "technology" can be used by anyone even if they don't
> understand it.   

    I don't think so here, either. True, many of us use technological items
that we only know how to _use_, not build/maintain, etc. Then again, what if
you slap a ring of fireballs, a helm of animal communication, or a frost
wand into the hands of a barbarian? He can still use it (theoretically), but
he doesn't know how to make one or recharge it. In this sense, ironically, I
think that magic and technology are similar, both can be used by many but
require a specialist to _really_ use.

    Many Thanks,

    Zealot.

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

KarenCravens
Karen Cravens

Tue

Jul 3
2001

03:52Z

Technology in fantasy worlds

On 2 Jul 2001, at 22:26, a & g wrote:

>     I've really got to disagree here. Granted, the effects you describe can
> be very similar, and depending on the system they can be identical. But I
> think the system that has a laser pistol and a magic missile wand near
> identical is unheard of.

Anybody but me read Turtledove's "Darkness" series?


-- 
Karen J. Cravens (silver@phoenyx.net)
----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

BrettRitter
Brett Ritter

Tue

Jul 3
2001

04:24Z

Technology in fantasy worlds

> Anybody but me read Turtledove's "Darkness" series?

I've always loved how Turtledove makes solid use of Contagion and
Similarity in his fantasy (Darkness series, Toxic spell dump).  I eagerly
await to see just how he uses the properties of them in the Darkness
series.

Speaking of which, the Toxic Spell Dump is an excellent Clark's Third Law
example piece.



----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

MikeF
Mike Feldhusen

Tue

Jul 3
2001

13:44Z

Technology in fantasy worlds

On Mon, 2 Jul 2001, Karen Cravens wrote:

> On 2 Jul 2001, at 22:26, a & g wrote:

> >     I've really got to disagree here. Granted, the effects you
> > describe can be very similar, and depending on the system they can
> > be identical. But I think the system that has a laser pistol and a
> > magic missile wand near identical is unheard of.

> Anybody but me read Turtledove's "Darkness" series?

I'm waiting for him to finish the trilogy before I start.

-- 
Michael Feldhusen
mike_f@io.com
http://www.io.com/~mike_f/

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

MichaelWShaffer
Michael W. Shaffer

Tue

Jul 3
2001

14:20Z

Technology in fantasy worlds

A couple of points, which may or may not be pedantic, and some rambling 
about magic and technology.

First, I think the point Mr. Clarke was making wasn't that there is no 
effective difference between magic and sufficiently advanced technology, 
but that sufficiently advanced technology will seem like magic.  The 
difference is there, but the appearance to someone who is unfamiliar with 
the technology is that it is magic.  The difference is subtle, but 
important in my opinion.

Second, the follow on discussion appears to assume a strict cause and 
effect model for magic.  If you are going to use magic, you can also make 
it more mysterious and subject to the whims of fate, and less like a 
substitute for technology.  There are many different types of magic.  I 
loved the Toxic Spell Dump book by Mr. Turtledove, and I like magic systems 
which are neat, clean and consistent, but there are other ways to run a 
magic system.  I haven't successfully run anything like that myself, but I 
would be interested in hearing if anyone else has done so.

In the typical fantasy gaming world, though, I agree completely that magic 
is usually just a substitute for technology.  If this is the case, then 
introducing technology will only cause the inhabitants to decide which is 
more cost effective, and use that particular solution.  If one type of 
technology is cheaper and/or better than the equivalent magic, that is 
probably what will be used.  The converse is also true.  If magic can do 
something cheaper and better than tech, magic is what people will 
use.  Whether people use a laser pistol or wand of magic missiles will 
depend on which is more cost effective using this model.  You could also 
make a case for both being used, depending on what the user is looking 
for.  Perhaps the laser pistol does more damage and is less expensive, 
while the wand of magic missiles is 100% accurate at all time, but is more 
expensive.  The person looking for a weapon would have to decide what they 
wanted out of their personal weapon.

There are a couple of logical steps that will probably follow from 
this.  One is the use of magic to enhance the technology or the 
manufacturing process, and the other is the reverse.  Gurps, for example, 
has technomagic rules for converting electricity and other forms of energy 
into magical energy, and vice versa.  If you use these rules you can get 
magical factories which use electrical power to pump out minor magical 
items, making them the equivalent of consumer appliances or 
electronics.  The reverse is also true, you can create power plants which 
absorb magical energy and produce electricity.  They will either absorb it 
from the surrounding area, or perhaps from a specific magical energy 
source, such as a sacrifice or powerstone of some kind.

The bottom line is this.  In my opinion, if you use magic that always 
produces a given effect from a given spell, this is effectively a 
substitute for technology.  If you introduce mundane technology to this 
campaign, you won't necessarily destroy magic.  Wherever magic is more cost 
effective, magic will survive.  If magic is a mysterious force that doesn't 
necessarily replace technology, then technology won't supplant it because 
they don't compete.

Hope this makes sense.

Regards,

Pookey


-- 
Michael W. Shaffer
PGP Key ID:  0x253E28F3
http://www.geocities.com/pookey_shaffer/pookey.html

----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

BrettRitter
Brett Ritter

Tue

Jul 3
2001

14:36Z

Technology in fantasy worlds

> Second, the follow on discussion appears to assume a strict cause and
> effect model for magic.  If you are going to use magic, you can also make
> it more mysterious and subject to the whims of fate, and less like a

One of the reasons I like the ideas of Contagion and Similarity, or the
spirit-followers model in Between the Rivers, is that it both "makes
sense" (to that reasonable but illogical part of our minds that believes
in centrifical force) AND allows for some variability.

I.e. The same circumstances will always give rise to the same
results...but when so many environmental circumstances AREN'T going to be
the same (planetary alignment, whatever), there is still room for mystery.

Anyone who can strike that balance has my awe :)


----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

EdHogg
edhogg

Tue

Jul 3
2001

22:01Z

Technology in fantasy worlds

On Sun, 24 Jun 2001 15:01:37 CDT, "Joel Arellano"
 wrote:

>I just finishing reading a column on introducing technology items into 
>fantasy world campaigns. What's your definition of technology? For instance, 
>is full-plate armour technology? What about agriculture? How about 
>metallurgy? Then, after defining technology, how much of it to introduce to 
>a pseudo-medieval world of magic and deities? The classic example, of 
>course, is guns.
>
>What's your take?

 ran a campaign based on the FGU wargame world of Archworld. There the
highest tech was 16th Century Earth with a few engines that on our world
were powered by steam but on Archwaorld were powered by Air Elmentals.

You have to be aware that technology will change your whole world. It is
unlikely to get little isolated pockets so that the city of the Hightech
blokes is next to Ug and his cavemen.

ed
-- 
edhogg@equus.demon.co.uk           |  Dragons Rescued  |      _////  
http://www.equus.demon.co.uk/      |  Maidens Slain    |   o_/o ///  
For devilbunnies, Diplomacy, RPGs, |  Quests P.O.A.    |  __\   ///__
Science-Fiction and other stuff    |                   |      <*>
----------------------------------------------------------------
GMAST Home Page:  http://www.phoenyx.net/gmast/

Subject (required)