History Main / AdventureFriendlyWorld

4th Feb '16 6:50:30 AM Bisected8
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* An old-school ''TabletopGame/DungeonsAndDragons''-styled game needs a lot of unexplored wilderness and ruins. This strongly implies a recent collapse, or people moving into a new territory if you're willing to forego ruins. Guess what two things most fantasy roleplaying settings have in their recent background?
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* An old-school ''TabletopGame/DungeonsAndDragons''-styled game needs a lot of unexplored wilderness and ruins.ruins (possibly even a DungeonBasedEconomy). This strongly implies a recent collapse, or people moving into a new territory if you're willing to forego ruins. Guess what two things most fantasy roleplaying settings have in their recent background?
19th Jan '16 8:16:02 AM Underachiever
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* While the plot of the ''Literature/GaeaTrilogy'' itself doesn't much dwell on it, ''Wizard'' explains that Gaea, several decades after her first contact with humans in the first novel, has turned ''herself'' into one of these for human tourists -- both to keep herself entertained and to avoid looking like too much of a threat to a species whose technology and [[HumansAreWarriors practical experience with warfare]] could feasibly destroy her.
27th Dec '15 11:44:44 PM Galacton
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Note that both functional and cultural explanations can be gradually subverted. If at some point during the story, or just before the beginning, the status quo is changed by political reforms, ideological conflicts or technological breakthroughs, you could have a story where characters used to the world being in an anarchic state are forced to adapt or otherwise deal with the realization that their lifestyle is no longer viable since significant resources can now be applied to stop them.
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Note that both functional and cultural explanations can be gradually subverted. If at some point during the story, or just before the beginning, the status quo is changed by political reforms, ideological conflicts or technological breakthroughs, you could have a story where characters used to the world being in an anarchic state one way are forced to adapt adapt, [[LaResistance fight back]], or otherwise deal with the realization that their lifestyle is no longer viable since significant resources can now be applied to stop them.
21st Nov '15 4:02:10 AM Jeff-R
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* ''VideoGame/EmpireMUD'' makes it necessary for the player to farm and chop down trees in order to pick up resources so he or she can create buildings and weapons.
18th Nov '15 12:51:18 PM SpectralTime
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* Parodied in ''Literature/TheToughGuideToFantasyland'', which constantly points out that Fantasyland doesn't entirely make sense economically, geographically or culturally, since it exists purely as a place for an adventure to happen.
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* Parodied in ''Literature/TheToughGuideToFantasyland'', which constantly points out that Fantasyland doesn't entirely make sense economically, geographically or culturally, since it exists purely as a place for an adventure to happen. Later deconstructed in the follow-up novel ''Literature/DarkLordOfDerkholm'', where an evil extradimensional mobster is ''forcing'' a fantasy world to remain adventure-friendly so that he can sell trips there for tourists, at tremendous long-term cost and damage to its inhabitants.
18th Nov '15 12:22:23 PM DaibhidC
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* Parodied in ''Literature/TheToughGuideToFantasyland'', which constantly points out that Fantasyland doesn't entirely make sense economically, geographically or culturally, since it exists purely as a place for an adventure to happen.
28th Oct '15 6:46:33 AM Kalaong
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* The very concept of fictional stasis, whether [[MedievalStasis medieval]], [[ModernStasis modern]] or [[SpaceAgeStasis futuristic]], ensures that the narrative may continue for lengthy periods of time, from decades to millennia, without the overarching conflict rendered irrelevant or easily solvable simply because TechnologyMarchesOn. * Certain advances in technology may eliminate types of action and adventure that you want. If you want space combat to resemble the Age of Sail, you probably don't want the possibility of fast, autonomous drone fighters or A.I.-guided missiles to battle at extended range with little human input. PointDefenseless has to be present if you want the glamour of fighter jocks that don't get unceremoniously blown out of the air en masse by AntiAir.
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* The very concept of fictional stasis, whether [[MedievalStasis medieval]], [[ModernStasis modern]] or modern]], [[SpaceAgeStasis futuristic]], or just [[EnforcedTechnologyLevels technological]] ensures that the narrative may continue for lengthy periods of time, from decades to millennia, without the overarching conflict rendered irrelevant or easily solvable simply because TechnologyMarchesOn. * [[WeWillUseManualLaborInTheFuture Certain advances in technology technology]] may eliminate types of action and adventure that you want. If you want space combat to resemble the Age of Sail, you probably don't want the possibility of fast, autonomous drone fighters or A.I.-guided missiles to battle at extended range with little human input. PointDefenseless has to be present if you want the glamour of fighter jocks that don't get unceremoniously blown out of the air en masse by AntiAir.

* Alternately, in a setting heavy on functional magic, guns may be deemed comparatively inferior, or tough to maintain and conceal.
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* ** Alternately, in a setting heavy on functional magic, guns may be deemed comparatively inferior, or tough to maintain and conceal.

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** As a result of the above, MinovskyPhysics is commonly used in better-developed settings. Need a static world? Have something [[EnforcedTechnologyLevels destroy technologies outside the paradigm]]. WeWillUseManualLaborInTheFuture? The Plott-Devais machine enables humans - perhaps even just a small number of humans - to consistently outperform machines. Need to make cybernetics less common? Discover "souls" that machines lack and cybernetics damage. Want melee weapons to make a comeback? Invent shields that stop fast projectiles but not slow ones, or just some Phlebotinum that destroys gunpowder.
1st Oct '15 10:07:55 PM OwenPD
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** Every plane has the five basic land types, even planes where that doesn't make much sense, like {{City Planet}}s. Almost every setting has [[FiveRaces five major races]] of sentient beings, each one strongly leaning towards a specific type of land and the associated terrain, with a [[LoadsAndLoadsOfRaces dozen more minor races]] not so closely aligned to colors. Individual races may look drastically different from plane to plane, but almost always have the [[PlanetOfHats same basic culture and Hat]]. A major change to the world almost always happens during or right before the events of the first set on a given plane. There are exceptions to the last three of those rules, but those exceptions are almost always plot-significant.
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** Every plane has the five basic land types, even planes where that doesn't make much sense, like {{City Planet}}s. Almost every setting has [[FiveRaces five major races]] of sentient sapient beings, each one strongly leaning towards a specific type of land and the associated terrain, with a [[LoadsAndLoadsOfRaces dozen more minor races]] not so closely aligned to colors. Individual races may look drastically different from plane to plane, but almost always have the [[PlanetOfHats same basic culture and Hat]]. A major change to the world almost always happens during or right before the events of the first set on a given plane. There are exceptions to the last three of those rules, but those exceptions are almost always plot-significant.
23rd Sep '15 11:37:55 AM Morgenthaler
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* SMStirling stated in the afterword "Why Then, There" to his ''ThePeshawarLancers'' side story "Shirkari in Galveston" in the AlternateHistory anthology ''Worlds That Weren't'' that real-world advances in scientific knowledge had ruined the wonder of traditional adventure fiction, and thus alternate history was a way to bring back the wonder of those stories without the dread and letdown that HistoricalFiction brings about.
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* SMStirling stated in the afterword "Why Then, There" to his ''ThePeshawarLancers'' ''Literature/ThePeshawarLancers'' side story "Shirkari in Galveston" in the AlternateHistory anthology ''Worlds That Weren't'' that real-world advances in scientific knowledge had ruined the wonder of traditional adventure fiction, and thus alternate history was a way to bring back the wonder of those stories without the dread and letdown that HistoricalFiction brings about.
30th Aug '15 2:49:10 PM nitpickeryandsuch
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* Cultural - why do people act in various implausible ways. For example, explaining how the local navy hasn't managed to hunt down the {{Pirate}}s for centuries despite being able to, by a combination of social and political factors: political instability, corruption and occasionally having said pirates being useful pawns in a larger conflict. * External - why do the world's rules only seem plausible from a certain point of view. For example, using LampshadeHanging to show that, yes, the authors are aware that a land with MoreCriminalsThanTargets only makes sense from the point of view of a crime-fighting hero, rather than an average farmer or trader, and yes, they decided to ignore it because this is not a story about farmers.
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* Cultural - why do people act in various implausible ways. For example, explaining how the local navy hasn't managed to hunt down the {{Pirate}}s for centuries despite being able to, by a combination of social and political factors: political instability, corruption and occasionally having said pirates being useful pawns in a larger conflict. * External - why do the world's rules only seem plausible from a certain point of view. For example, using LampshadeHanging to show that, yes, the authors are aware that a land with MoreCriminalsThanTargets only makes sense from the point of view of a crime-fighting hero, rather than an average farmer or trader, and yes, they decided to ignore it because this is not a story about farmers.
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