So
what era do I set my gaming world?
Thirteenth century?
Fourteenth? Fifteenth? Probably more like the Eighteenth Century,
early 1700s? Yep, that feels right, but
with a healthy mix of the Victorian era!
But
that can’t be! It’s a fantasy game! Well, yes it is. But I have a very specific history for my
world. Like so many fantasy worlds, my
medieval period lasted a lot longer than the one on Earth did. How long have your cultures been at the
swords and sorcery age? Well, in many
ways, armor crafting has not truly advanced in my world in the last 600
years. There are some eras previous to
the “current” era (the last 500-600 years) where things were different, but
pretty much stagnant for the last half a millennia. So if that’s the case, why is everything
expected to match Earth’s rate of technology?
OK,
let’s focus less on the why and more on the how. I personally believe that two major
“discoveries” (call them innovations, sciences, inventions, whatever) have
truly changed the world: the steam
engine and gunpowder. Gun powder changed
the way that battles were fought, and steam power changed the way work was
done. In my world, the spooky, scary,
titan overlords don’t allow either of these to develop, going so far as
destroying any lab working on them. It’s
not that no one knows how to do them; the alchemists could make gunpowder
tomorrow. But they won’t, because they
like their shops not blowing up. So all
I have to do is figure out what changes and what stays the same.
I
mention the Victoria era because I like how the Pax Britannica allowed peace
and prosperity, at least in England, and speaking English, it’s the history I
know best. I have the North American
colonies for when I want to think about the frontier lands, and the information
from London when I want to know about sweat shops and the middle classes. Plus this was a period of the growth of the
middle class and therefore emerging urban sites, including entertainment, some
travel, and some really screwed up morality.
You know what else helps? There’s
a lot known about it. It really helps to
understand an era when people other than the king’s advisor kept journals that
are still around today.
Very
briefly, the steam engine changed a lot of stuff! One of the biggest things was when seed
drills became steam powered. With the
steam powered seed drill, you can take an enormous amount of farmers out of the
fields and into the cities. That’s a big
reason that I need steam to stay out of my fantasy world. Trains, tractors and mechanized metal working
don’t work in my mind. How important is
steam? Well, it powers your smart
phone! No, really. Electricity generating plants simply burn something
to create steam to move the turbines.
Coal fired plants burn coal to create steam to move the turbines. Nuclear power - yep - steam! Those of you out there running on solar or
hydro - congrats, but you’re in the minority.
Why
does it matter? It matter
immensely! Are there movable type
printing presses? If there are, literacy
goes way up, and that can be a game changer!
The flying loom, the cotton gin, canning - all really important, though
maybe not in the same way that others mentioned are. But these are part of my point. OK, there’s no steam engines or gunpowder,
but does that mean there are no telescopes (typically considered a 17th
century invention)? Should the two be
related? It may not seem like these are
important questions, but they are. When
were the hourglass and the magnetic compass invented in your world? Were they ever? Hourglass may seem like ancient tech, but it
does not seem to have been used aboard ships until the 11th or 12th
century. The compass was more 14th
century. If your world is earlier than
this, then ocean going ships are in extreme danger. It seems that ocean travel or simply
following the coast lines is vital to knowing how your world works.
OK,
so you might be thinking, “I don’t care.
My world has ocean going ships, and I don’t care how they work.” Well, OK, but what are you going to do when
one of your players requests a level of technology that might be too far
advanced? “I go to the local apothecary
and I buy a magnetic compass - I know they have them because you have ocean
going ships.” Now what? Does that change the way the wilderness
mission is going to go, because the smart ass can now claim that it is
impossible for him to get lost? (By the
way, just having a compass is not a fool proof plan, but this is just an
example.) You might think I’m stretching
a bit here, but these things do happen.
Knowing where your world is on the tech scale is important for
controlling the game.
I
am going to try to keep adding tech comments to the Fletnern pages, so you can
better understand where things are in Fletnern.
It’s just an example, but it is an example that has been fairly
carefully considered for 35+ years. You
don’t have to take my decisions, but in learning more about how I did it, you
can make the right decisions for your world.
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