Level of Technology in Your Campaign
Level of Technology in Your Campaign
I'm planning a new campaign and am thinking about what I want the tech level to be. Simple machines are all in for pretty much all of the regions and I'm leaning towards water wheels, windmills, and basic steam power in some areas.
Where do you draw the line?
Where do you draw the line?
Re: Level of Technology in Your Campaign
I stop short of steam & powder weapons. So, early 18th century sans gunpowder (which doesn't work in my world).
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Lord Dynel
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Re: Level of Technology in Your Campaign
I agree with Arduin, no steam or gunpowder. I'm more along the lines of the 15th century, though. Water wheels and windmills for sure.
As I've been working on my homebrew (quite slowly, I might add) I've been considering going with the "gnomes as inventors" cliché, using gunpowder, airships, steam locomotion, and the like. This would be within their own borders and they would feverishly guard their technology and it would rarely been seen outside their lands. Right now, that's only floating around in my head, though.
I'd say if you want to mix it up a little bit and add some technology to your game it should be fine.
As I've been working on my homebrew (quite slowly, I might add) I've been considering going with the "gnomes as inventors" cliché, using gunpowder, airships, steam locomotion, and the like. This would be within their own borders and they would feverishly guard their technology and it would rarely been seen outside their lands. Right now, that's only floating around in my head, though.
I'd say if you want to mix it up a little bit and add some technology to your game it should be fine.
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Re: Level of Technology in Your Campaign
I'd say I run my games as 15th century without gunpowder. Mill wheels, simple gear clocks, windmills, etc. are all fine. I allow my castle windows to be glass as well.
- csperkins1970
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Re: Level of Technology in Your Campaign
Late 13th - early 14th century. The best armor available is platemail... none of that fancy full plate stuff exists.
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Re: Level of Technology in Your Campaign
Working on an early darkages campaign circa 6th century.
So some late roman tech mixed with ignorance and muscle power.
So some late roman tech mixed with ignorance and muscle power.
Please don't beat me.
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- gideon_thorne
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Re: Level of Technology in Your Campaign
Quite advanced, and runs on elemental powered technology. Interstellar travel is possible via gateways. Something akin to the cartoon Treasure Planet. 
"The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout, 'Save us!' And I'll look down, and whisper 'No.' " ~Rorschach
Re: Level of Technology in Your Campaign
Well I have 2 home brews I’m planning. 1 is low technology & fairly low to mid level magic. Picture 900 – 1100 arms and magic throw in (but the magic more limited to local wise woman/druid/witch and low level clerics/priests. There are schools of magic but very few and far between). The other is high tech & high magic. Picture 1600s (including guns) with magic included (Including flying ships etc, very Stardust like for the magic).
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- The Evil DM
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Re: Level of Technology in Your Campaign
I'm giving Dwarves in my campaign Gunpowder which they have been using for mining and they are just beginning to explore other uses. The Halflings have been using steam tech to power airships they have become skilled at moving cargo through the air.
"We are raised to honor all the wrong explorers and discoverers- thieves planting flags, murderers carrying crosses. Let us at last praise the colonizers of dreams".
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Preface for The Hobbit
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CKDad
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Re: Level of Technology in Your Campaign
My version of Airhde is your standard high-medieval world; muscle, horse, wind and water power with the occasional magical element. Full plate and advanced metal weapons, but no gunpowder.
My homebrew "King of Ys"-inspired world is set much earlier - basically 5th century technology and metalworking for the most part. However, "dwarven plate" and "elvish chain" can be found, and the dwarves can craft impressive weapons such as two-handed swords, while longbows are the province of the elves. Lighter armor is much more common outside of the Legions or veteran legionnaires. Slings and javelins are major missile weapons, and I give both a slight boost (slings with bullets do shortbow damage, for example).
My homebrew "King of Ys"-inspired world is set much earlier - basically 5th century technology and metalworking for the most part. However, "dwarven plate" and "elvish chain" can be found, and the dwarves can craft impressive weapons such as two-handed swords, while longbows are the province of the elves. Lighter armor is much more common outside of the Legions or veteran legionnaires. Slings and javelins are major missile weapons, and I give both a slight boost (slings with bullets do shortbow damage, for example).
"I don't wanna be remembered as the guy who died because he underestimated the threat posed by a monkey."
Re: Level of Technology in Your Campaign
My "Vaozum" Meta-Campaign takes place over several historic "Ages" and technological levels. I also utilize different game systems for each "Age".
The "Age of Invasions" features barbaric and semi-barbaric humans at an Iron-Age level of technology. The Demi-humans are at a much higher technological Level. Only Dwarves have plate armor, only Elves know how to make chain-mail, and only Gnomes understand crossbows and similar technology. Magic is a new art for humans. Game play in this Age uses Classic D&D, and has a Pulp Sword & Sorcery feel.
The "Ages of Heroes" has a Carolingian/Viking Age level of technology, but rampant magic. Humans have conquered the Demi-Humans, and begun to incorporate their technology. Game play uses AD&D rules, and has a gonzo High Fantasy feel.
My straight Castles & Crusades Campaign is the "Age of the Empire", where a unified and multi-cultural human Empire has reduced the Demi-Human to living in scattered "Freeholds". The technological level is Renaissance, with gunpowder just developing (but not in common use yet). Magic is strictly regulated and controlled by various magical orders. The feel is intrigue-filled Dark Fantasy.
"The Age of Contention" is my Gothic Romance Campaign for modified C&C. The technology level is mid-17th century, with cannons, muskets, tall sailing ships, and the beginnings of the scientific revolution. The Demi-Humans have disappeared.
I have plans for an eventual "Age of Rockets", an Art-Deco retro-future setting juxtaposing space exploration with otherwise 1920s technology. The Demi-Humans have returned in spacecraft, and there are Elf flappers, Dwarven gangsters with machine guns, Halfling Prohibitionists and Gnomes manipulating the stock market.
The "Age of Invasions" features barbaric and semi-barbaric humans at an Iron-Age level of technology. The Demi-humans are at a much higher technological Level. Only Dwarves have plate armor, only Elves know how to make chain-mail, and only Gnomes understand crossbows and similar technology. Magic is a new art for humans. Game play in this Age uses Classic D&D, and has a Pulp Sword & Sorcery feel.
The "Ages of Heroes" has a Carolingian/Viking Age level of technology, but rampant magic. Humans have conquered the Demi-Humans, and begun to incorporate their technology. Game play uses AD&D rules, and has a gonzo High Fantasy feel.
My straight Castles & Crusades Campaign is the "Age of the Empire", where a unified and multi-cultural human Empire has reduced the Demi-Human to living in scattered "Freeholds". The technological level is Renaissance, with gunpowder just developing (but not in common use yet). Magic is strictly regulated and controlled by various magical orders. The feel is intrigue-filled Dark Fantasy.
"The Age of Contention" is my Gothic Romance Campaign for modified C&C. The technology level is mid-17th century, with cannons, muskets, tall sailing ships, and the beginnings of the scientific revolution. The Demi-Humans have disappeared.
I have plans for an eventual "Age of Rockets", an Art-Deco retro-future setting juxtaposing space exploration with otherwise 1920s technology. The Demi-Humans have returned in spacecraft, and there are Elf flappers, Dwarven gangsters with machine guns, Halfling Prohibitionists and Gnomes manipulating the stock market.
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
- Omote
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Re: Level of Technology in Your Campaign
Wow. Sir, at some point we must throw dice together. I'm not sure my end of this hobby would be complete without doing so.clavis123 wrote:My "Vaozum" Meta-Campaign takes place over several historic "Ages" and technological levels. I also utilize different game systems for each "Age".
The "Age of Invasions" features barbaric and semi-barbaric humans at an Iron-Age level of technology. The Demi-humans are at a much higher technological Level. Only Dwarves have plate armor, only Elves know how to make chain-mail, and only Gnomes understand crossbows and similar technology. Magic is a new art for humans. Game play in this Age uses Classic D&D, and has a Pulp Sword & Sorcery feel.
The "Ages of Heroes" has a Carolingian/Viking Age level of technology, but rampant magic. Humans have conquered the Demi-Humans, and begun to incorporate their technology. Game play uses AD&D rules, and has a gonzo High Fantasy feel.
My straight Castles & Crusades Campaign is the "Age of the Empire", where a unified and multi-cultural human Empire has reduced the Demi-Human to living in scattered "Freeholds". The technological level is Renaissance, with gunpowder just developing (but not in common use yet). Magic is strictly regulated and controlled by various magical orders. The feel is intrigue-filled Dark Fantasy.
"The Age of Contention" is my Gothic Romance Campaign for modified C&C. The technology level is mid-17th century, with cannons, muskets, tall sailing ships, and the beginnings of the scientific revolution. The Demi-Humans have disappeared.
I have plans for an eventual "Age of Rockets", an Art-Deco retro-future setting juxtaposing space exploration with otherwise 1920s technology. The Demi-Humans have returned in spacecraft, and there are Elf flappers, Dwarven gangsters with machine guns, Halfling Prohibitionists and Gnomes manipulating the stock market.
~O
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Re: Level of Technology in Your Campaign
Perhaps the most advanced item in my game is the coinage. The mints have coin presses that utilize a worm gear (screw) to create the requisite pressure to stamp coins. The coin manufacturing technology dates to the Renaissance. There is no steam power, nor is there any gunpowder. The coin presses are about 150 years ahead of their time and thus an anachronism. Steam power is about 300 years away, and gunpowder is generally ignored as it isn't necessary in a world where casters can sling fireballs and lightning bolts.
Re: Level of Technology in Your Campaign
Ancient future artifacts, like Expedition to the Barrier Peaks met Gamma World 40K years ago and is just coming back around to understanding what that means.
Magic is experimental and causes mutation (it is the radiation of the world).
At least for this world. For now.
Magic is experimental and causes mutation (it is the radiation of the world).
At least for this world. For now.
- Go0gleplex
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Re: Level of Technology in Your Campaign
No firearms but alchemists can be paid to create a highly explosive powder in small quantities (very expensive), some steam power is utilized in large immobile machines in very specialized instances, and glass makers can be paid (if one of enough skill is found) to create tubes and lens that concentrate sunlight enough to cause fires or act as a form of flashlight with other light sources (also extremely expensive)
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Re: Level of Technology in Your Campaign
Mine is based on Middle Earth. It's about 15th century. There is no glass, but only oiled leather for windows.
Baron Falinor of Cherokee, Empire State of the South.
Re: Level of Technology in Your Campaign
Cast glass windows in buildings had been in use for ~1,400 years by then...Falinor wrote:Mine is based on Middle Earth. It's about 15th century. There is no glass, but only oiled leather for windows.
Re: Level of Technology in Your Campaign
Especially if you go by the movies, since there are windows at the Prancing Pony. I don't believe Hobbit holes have windows however.
Re: Level of Technology in Your Campaign
For my C&C campaign-in-the-making, I'm going with late 12th century tech.
If I'm playing WFRP2e then gunpowder all the way.
For AD&D, gunpowder exists but is very rare.
Steampower/punk NEVER!
If I'm playing WFRP2e then gunpowder all the way.
For AD&D, gunpowder exists but is very rare.
Steampower/punk NEVER!
Imaginatio est Vita
Grand Knight Commander
Grand Knight Commander
Re: Level of Technology in Your Campaign
Omote wrote:Wow. Sir, at some point we must throw dice together. I'm not sure my end of this hobby would be complete without doing so.clavis123 wrote:My "Vaozum" Meta-Campaign takes place over several historic "Ages" and technological levels. I also utilize different game systems for each "Age".
The "Age of Invasions" features barbaric and semi-barbaric humans at an Iron-Age level of technology. The Demi-humans are at a much higher technological Level. Only Dwarves have plate armor, only Elves know how to make chain-mail, and only Gnomes understand crossbows and similar technology. Magic is a new art for humans. Game play in this Age uses Classic D&D, and has a Pulp Sword & Sorcery feel.
The "Ages of Heroes" has a Carolingian/Viking Age level of technology, but rampant magic. Humans have conquered the Demi-Humans, and begun to incorporate their technology. Game play uses AD&D rules, and has a gonzo High Fantasy feel.
My straight Castles & Crusades Campaign is the "Age of the Empire", where a unified and multi-cultural human Empire has reduced the Demi-Human to living in scattered "Freeholds". The technological level is Renaissance, with gunpowder just developing (but not in common use yet). Magic is strictly regulated and controlled by various magical orders. The feel is intrigue-filled Dark Fantasy.
"The Age of Contention" is my Gothic Romance Campaign for modified C&C. The technology level is mid-17th century, with cannons, muskets, tall sailing ships, and the beginnings of the scientific revolution. The Demi-Humans have disappeared.
I have plans for an eventual "Age of Rockets", an Art-Deco retro-future setting juxtaposing space exploration with otherwise 1920s technology. The Demi-Humans have returned in spacecraft, and there are Elf flappers, Dwarven gangsters with machine guns, Halfling Prohibitionists and Gnomes manipulating the stock market.
~O
Me too ( I just noticed that my original post giving Omote a +1 on this disappeared ... Darn firewall acting up again
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Re: Level of Technology in Your Campaign
Now it double posted ... sorry aout that
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Forgive all spelling errors.
Knight Errant & Humble C&C Society Contributor
C&C Society
Re: Level of Technology in Your Campaign
I noticed the Erde Codex mentions that Unklar created "firearms" (can't recall how it's worded) in the Pits of Despair in Aufstrag (as part of the evils he crafted in the pits). Is anyone using firearms in this fasion? Maybe remenants of the recent Winters Dark period? Very rare (not available for purchase), only turning up occasionally as parts of story elements or as treasure?
Re: Level of Technology in Your Campaign
My own campaign world is considered late Middle Ages/Early Renaissance. There isn’t any steam power or gunpowder, but the most advanced society has a state-funded Industrialized Sorcery Corps (akin to the US Army Corps of Engineers). The Corps is responsible for infrastructure projects, and the manufacturing of specialized raw materials exported to the rest of the world.
Where to draw the line? I would say that large, gunpowder weapons (cannons and siege mortars) would not unbalance our genre of FRPG. Simple “tinker” machines should not affect game play too much. I don’t believe steam locomotives or ships would seriously affect game play; one would need to use in moderation or the “flavor” of the game would change. I’ve never run a FRPG campaign with guns or steam, so this is merely my opinion.
Where to draw the line? I would say that large, gunpowder weapons (cannons and siege mortars) would not unbalance our genre of FRPG. Simple “tinker” machines should not affect game play too much. I don’t believe steam locomotives or ships would seriously affect game play; one would need to use in moderation or the “flavor” of the game would change. I’ve never run a FRPG campaign with guns or steam, so this is merely my opinion.



