So what stories do I actually want then
Oct. 22nd, 2024 07:26 amI haven't been having much to say just lately
because wandering the internet looking for how even the agriculture, ecosystem, and supply chains would have to work
to make Adventurer Clothes
with all the pockets
just keeps raising questions
that I'm not sure how to make a story answer.
The thing is though, agriculture was bloody difficult, and getting enough to live on was the daily work of the vast majority of humanity for the vast majority of history
and I never get a feeling that rpg adventure worlds really grok that.
( Read more... )
If we take a science fiction approach then there's story upon story after each individual change to the way the world works. Stack them up like these fantasy worlds do and things get incredibly far out.
But it's all a backdrop to seeing how hard the fighter can hit things, which is a tad bit weird, really.
So: I want to figure out where the interesting stories are by treating the sort of damage spells do as the plainly least interesting bit of the setting.
But after a while if the interesting bits are teleportation and bioengineering and the possibility the neighbours are diversified post humans, you're doing science fiction with very retro fashions on.
Shall ponder more.
because wandering the internet looking for how even the agriculture, ecosystem, and supply chains would have to work
to make Adventurer Clothes
with all the pockets
just keeps raising questions
that I'm not sure how to make a story answer.
The thing is though, agriculture was bloody difficult, and getting enough to live on was the daily work of the vast majority of humanity for the vast majority of history
and I never get a feeling that rpg adventure worlds really grok that.
( Read more... )
If we take a science fiction approach then there's story upon story after each individual change to the way the world works. Stack them up like these fantasy worlds do and things get incredibly far out.
But it's all a backdrop to seeing how hard the fighter can hit things, which is a tad bit weird, really.
So: I want to figure out where the interesting stories are by treating the sort of damage spells do as the plainly least interesting bit of the setting.
But after a while if the interesting bits are teleportation and bioengineering and the possibility the neighbours are diversified post humans, you're doing science fiction with very retro fashions on.
Shall ponder more.