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Revel's End... magi-tech that jumps the shark!
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<blockquote data-quote="Stormonu" data-source="post: 8928439" data-attributes="member: 52734"><p>2E was pretty horrible in trying to cut out all the non-psuedo medieval stuff from the game (Tale of the Comet and Mystara perhaps being the only exception) and trying to make you feel bad if you didn't. One reason a lot of the 2E adventures were horrible is because they refused to account for the sort of magic (items or spells) the party might have on hand. The green Historical campaign books are a prime example of how the designers wished they could cut out magic from the game. They only begrudgingly allowed magic in those books and punished spellcasters however they could, rather than make attempts to positively incorporate magic as a sort of "secret world" behind the historical scenes.</p><p></p><p>AD&D had a lot of sci-fi/modern Easter eggs hidden about, often making me wonder if Greyhawk wasn't some post-apocalyptic world where magic was actually some form of super-ancient technology (Rain of Colorless Fire, Mighty Servant of Luke-O, Myrlund, etc.) or maybe a forgotten colony world in the Star Frontiers universe.</p><p></p><p>However, since at least the release of Eberron in 3E we've been seeing a slow reversal of all of this as "magic as mundane modern tech" - sending stones being one of the most egregious to me.</p><p></p><p>As others have stated, in the end it's a taste thing. Some will like it, some won't. For me, my homebrew actually had an ancient technological age and there's some parts of the world where magic-as-tech and tech-as-magic exists, but as one rapidly moves away from such centers it becomes rare enough to not be heard of. Allows me to run the gamut with my Arcane City in the west and the Conan-like borderlands in the east.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8928439, member: 52734"] 2E was pretty horrible in trying to cut out all the non-psuedo medieval stuff from the game (Tale of the Comet and Mystara perhaps being the only exception) and trying to make you feel bad if you didn't. One reason a lot of the 2E adventures were horrible is because they refused to account for the sort of magic (items or spells) the party might have on hand. The green Historical campaign books are a prime example of how the designers wished they could cut out magic from the game. They only begrudgingly allowed magic in those books and punished spellcasters however they could, rather than make attempts to positively incorporate magic as a sort of "secret world" behind the historical scenes. AD&D had a lot of sci-fi/modern Easter eggs hidden about, often making me wonder if Greyhawk wasn't some post-apocalyptic world where magic was actually some form of super-ancient technology (Rain of Colorless Fire, Mighty Servant of Luke-O, Myrlund, etc.) or maybe a forgotten colony world in the Star Frontiers universe. However, since at least the release of Eberron in 3E we've been seeing a slow reversal of all of this as "magic as mundane modern tech" - sending stones being one of the most egregious to me. As others have stated, in the end it's a taste thing. Some will like it, some won't. For me, my homebrew actually had an ancient technological age and there's some parts of the world where magic-as-tech and tech-as-magic exists, but as one rapidly moves away from such centers it becomes rare enough to not be heard of. Allows me to run the gamut with my Arcane City in the west and the Conan-like borderlands in the east. [/QUOTE]
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