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** Most races actually manage to avoid this trope fairly well, with Eldar, Necrons, Tau and Tyranids having reasonably consistent technology levels. Orks, on the other hand, really don't. Primitive axes, clubs and boar-riding cavalry are regularly seen alongside laser guns and HumongousMecha. The in-universe explanation is that their technology works by the RuleOfCool -- if Orks believe something they've built will work, it will.

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** Most races actually manage to avoid this trope fairly well, with Eldar, Necrons, Tau and Tyranids having reasonably consistent technology levels. Orks, on the other hand, really don't. Primitive axes, clubs and boar-riding cavalry are regularly seen alongside laser guns and HumongousMecha. Individual vehicles also exhibit this, as the Orks freely adorn their contraptions with whatever they're able to steal or build that they think will make them work better or go faster; consequently, it's entirely possible to find a trukk propelled by jet engines scavenged from a fighter plane and giant squig-powered hamster wheels. The in-universe explanation is that their technology works by the RuleOfCool -- if Orks believe something they've built will work, it will.
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** While the Orcs' technology level is largely dependent on what they can steal from other people, the Savage Orcs are still deep in the Stone Age -- their weapons are made of roughly carved stone, wood and bone, their society limited to primitive tribes and their armor is made of crude leather and bones or just warpaint.

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** While the Orcs' technology level is largely dependent on what they can steal from other people, the Savage Orcs are still deep in the Stone Age -- their weapons are made of roughly carved stone, wood and bone, their society limited to primitive tribes and their armor is made of crude leather and bones or just warpaint.



** Most races actually manage to avoid this trope fairly well, with Eldar, Necrons, Tau and Tyranids having reasonably consistent technology levels. Orks, on the other hand, really don't. Primitive axes, clubs and boar-riding cavalry are regularly seen alongside laser guns and HumongousMecha. The in-universe explanation is that their technology works by the RuleOfCool – if Orks believe something they've built will work, it will.

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** Most races actually manage to avoid this trope fairly well, with Eldar, Necrons, Tau and Tyranids having reasonably consistent technology levels. Orks, on the other hand, really don't. Primitive axes, clubs and boar-riding cavalry are regularly seen alongside laser guns and HumongousMecha. The in-universe explanation is that their technology works by the RuleOfCool -- if Orks believe something they've built will work, it will.

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* ''TabletopGame/{{Warhammer}}'', particularly in later editions. The Empire have a steam-powered tank and a "clockwork" horse while the Dwarfs - better yet - have a helicopter armed with a steam cannon (not mentioning an organ gun and a huge cannon-like flamethrower). The Skaven, infamously, feature "fantasy" versions of a sniper rifle, a [[GatlingGood ratling gun]], a flamethrower, a laser cannon, a hamster wheel of death and what what appears to be three separate types of nuclear bombs-including a Davy Crockett Personal Nuclear Missile Launcher (all of which may fail with destructively hilarious results). This in a world where a powerful human kingdom still think knights and longbows are cutting-edge, and there's at least one major faction that's entirely Stone Age. Fan reactions have been mixed, although some earlier editions featured actual plasma guns and laser pistols, so modern players get off lightly really. The schizo tech contraptions tend to go haywire in the most spectacular ways imaginable at the moment least desired. But even then they are fun to play - if not, just for laughs.
* ''TabletopGame/{{Warhammer 40000}}''

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* ''TabletopGame/{{Warhammer}}'', particularly in later editions. The Empire editions, tends to have a steam-powered tank and a "clockwork" horse while the Dwarfs - better yet - have a helicopter armed with a steam cannon (not mentioning an organ gun and a huge cannon-like flamethrower). The Skaven, infamously, feature "fantasy" versions of a sniper rifle, a [[GatlingGood ratling gun]], a flamethrower, a laser cannon, a hamster wheel of death and what what appears wildly different technology levels between factions in order to be three separate types of nuclear bombs-including a Davy Crockett Personal Nuclear Missile Launcher (all of which may fail with destructively hilarious results).evoke specific aesthetics. This in a world where a powerful human kingdom still think knights and longbows are cutting-edge, and there's at least one major faction that's entirely Stone Age. Fan reactions have been mixed, although some earlier editions featured actual plasma guns and laser pistols, so modern players get off lightly really. The schizo tech contraptions tend to go haywire in the most spectacular ways imaginable at the moment least desired. But even then they are fun to play - -- if not, just for laughs.laughs.
** While the Orcs' technology level is largely dependent on what they can steal from other people, the Savage Orcs are still deep in the Stone Age -- their weapons are made of roughly carved stone, wood and bone, their society limited to primitive tribes and their armor is made of crude leather and bones or just warpaint.
** Bretonnia is very firmly medieval -- gunpowder weapons are specifically outlawed within it -- and for the most part restricts itself to swords, cavalry and trebuchets.
** The Empire is at a Napoleonic level with a {{Steampunk}} bent, having access to reliable if somewhat primitive handguns, cannons, volley guns and rocket batteries, alongside steam-powered tanks and "clockwork" horses, all still mixed with pike and sword infantry and cavalry.
** The Dwarfs have more advanced technology than the Empire, including better guns and cannons, as well as organ guns, huge cannon-like flamethrowers, helicopters armed with steam cannons, larger helicopters armed with bombs and battle-capable airships.
** The Skaven, infamously, feature "fantasy" versions of a sniper rifle, a [[GatlingGood ratling gun]], a flamethrower, a laser cannon, a hamster wheel of death, chemical warfare and what what appears to be three separate types of nuclear bombs -- including a Davy Crockett Personal Nuclear Missile Launcher (all of which may fail with destructively hilarious results).

* ''TabletopGame/{{Warhammer 40000}}''''TabletopGame/Warhammer40000'':



** As a more straight example, the Imperium of Man has floating bio-mechanical skulls called servo-skulls, basically a cybernetic computer that can hover. They put candles on them when they need some extra light.
** The Imperial Guard can sometimes be a good source of this. Example: the Leman Russ Executioner battle tank. It looks boxy and crude, the engine's designed to run on anything you can burn up to ''coal and wood'', and the heavy stubber on top is pretty much a UsefulNotes/WorldWarII-era [[http://en.wikipedia.org/wiki/M2_Browning M2 Browning]] in all but name, but it packs a huge tank-melting plasma cannon for the main gun. An Imperial Guard force is probably the only place where you'll find motorcycle troops and horse cavalry fighting alongside [[HumongousMecha Sentinels and Warhound Titans]].
** Despite popular belief, the Astra Militarum has no "official" loadout enforced across all regiments; individual regiments are largely responsible for providing their own equipment and training. The image of Guardsmen all wearing green, angular armour comes from many regiments [[SincerestFormOfFlattery copying the famed Cadians]]. Since planets in the Imperial Guard vary wildly in technology levels, you get a lot of this when regiments are folded into each other or co-operate: you may get professional troopers from a Forge World equipped with plasma weapons and utilising cameleoline cloaking and cybernetic augmentations, fighting alongside Feral World primitives who like draping themselves with noxious body paint and the bones of dead comrades, and prefer tomahawks and longbows over their lasguns. It sounds crazy but this is a necessity for an interstellar empire that is so profoundly large, ancient and thinly-spread that it doesn't even really know how many planets it controls.
*** To stop Guardsmen from a planet with technology level around the 16th century from using their muskets over the far more effective lasgun the later was modified to make a "bang" sound when fired.

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** *** As a more straight straighter example, the Imperium of Man has floating bio-mechanical skulls called servo-skulls, basically a cybernetic computer that can hover. They put candles on them when they need some extra light.
**
light. Likewise, the miles-long spaceships of the Imperial Navy [[WeWillUseManualLaborInTheFuture still use hordes of gang-pressed workers to manually load their weapons]].
***
The Imperial Guard can sometimes be a good source of this. Example: the Leman Russ Executioner battle tank. It looks boxy and crude, the engine's designed to run on anything you can burn up to ''coal and wood'', and the heavy stubber on top is pretty much a UsefulNotes/WorldWarII-era [[http://en.wikipedia.org/wiki/M2_Browning M2 Browning]] in all but name, but it packs a huge tank-melting plasma cannon for the main gun. An Imperial Guard force is probably the only place where you'll find motorcycle troops and horse cavalry fighting alongside [[HumongousMecha Sentinels and Warhound Titans]].
** *** Despite popular belief, the Astra Militarum has no "official" loadout enforced across all regiments; individual regiments are largely responsible for providing their own equipment and training. The image of Guardsmen all wearing green, angular armour comes from many regiments [[SincerestFormOfFlattery copying the famed Cadians]]. Since planets in the Imperial Guard vary wildly in technology levels, you get a lot of this when regiments are folded into each other or co-operate: you may get professional troopers from a Forge World equipped with plasma weapons and utilising cameleoline cloaking and cybernetic augmentations, fighting alongside Feral World primitives who like draping themselves with noxious body paint and the bones of dead comrades, and prefer tomahawks and longbows over their lasguns. It sounds crazy but this is a necessity for an interstellar empire that is so profoundly large, ancient and thinly-spread that it doesn't even really know how many planets it controls.
***
controls. To stop Guardsmen from a planet with technology level around the 16th century from using their muskets over the far more effective lasgun lasgun, the later was modified to make a "bang" sound when fired.
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** As a more straight example, the Space Marines have floating bio-mechanical skulls called servo-skulls, basically a cybernetic computer that can hover. They put candles on them when they need some extra light.

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** As a more straight example, the Space Marines have Imperium of Man has floating bio-mechanical skulls called servo-skulls, basically a cybernetic computer that can hover. They put candles on them when they need some extra light.
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* ''TabletopGame/BattleTech'' is also rife with this sort of thing. The {{mecha}} all run on highly compact and portable fusion engines and have guns and missiles with great range and hideous damage, but due to the rubbished industrial base apparently nobody can build decent fire control or air-conditioning systems, so most fighting takes place at close range (under 1 kilometer!) and most mechwarriors fight in what amounts to underwear. (Admittedly, the short ranges are both to keep map sizes reasonable for gameplay purposes and because the designers ''were'' shooting for a classic in-your-face mecha combat aesthetic in preference to more logical but boring long-range sniping contests.)
** Similarly, while [=BattleMechs=] have essentially taken over the role of [[TankGoodness tanks]] -- not necessarily combat vehicles in general, just the old twentieth-century style armored boxes with a gun turret -- centuries ago in-universe, everybody still uses those anyway. Some handwaving about how they're supposedly cheaper and easier to produce is basically canon, and of course weapons and armor have kept up with the times, but it's still rather akin to keeping prop fighters in production and actual military use long after everybody already knows how to make perfectly good ''jets''. Tanks are still used because they're comparatively cheaper and stealthier. They lack the technology to keep HumongousMecha from being ludicrously expensive artillery bait (which is probably why the Clans' ObstructiveCodeOfConduct forbids artillery).

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* ''TabletopGame/BattleTech'' is also rife with this sort of thing. The {{mecha}} all run on highly compact and portable fusion engines and have guns and missiles with great range and hideous damage, but due to the rubbished industrial base apparently nobody can build decent fire control or air-conditioning systems, so most fighting takes place at close range (under 1 kilometer!) and most mechwarriors fight in what amounts to underwear. (Admittedly, Admittedly, the short ranges are both to keep map sizes reasonable for gameplay purposes and because the designers ''were'' shooting for a classic in-your-face mecha combat aesthetic in preference to more logical but boring long-range sniping contests.)
contests.
** Similarly, while [=BattleMechs=] have essentially taken over the role of [[TankGoodness tanks]] -- not necessarily combat vehicles in general, just the old twentieth-century style armored boxes with a gun turret -- centuries ago in-universe, everybody still uses those anyway. Some handwaving about how anyway, because they're supposedly significantly cheaper and easier to produce is basically canon, and of course weapons and armor have kept up with the times, but it's while still rather akin to keeping prop fighters in production and actual military use long after everybody already knows how to make perfectly good ''jets''. Tanks are still used because they're comparatively cheaper and stealthier. They lack the technology to keep HumongousMecha from being ludicrously expensive artillery bait (which is probably why a respectable force on the Clans' ObstructiveCodeOfConduct forbids artillery).battlefield.
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** See also the usual weapon selection. FantasyGunControl aside, you will find nearly every single weapon developed before gunpowder, and even a few invented ''after''.
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*** To stop Guardsmen from a planet with technology level around the 16th century from using their muskets over the far more effective lasgun the later was modified to make a "bang" sound when fired.
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*''TabletopGame/{{Numenera}}'' is built on this trope. A billion years in the future, eight great civilizations have risen and fallen. At least one was a stellar empire, and at least one was nonhuman. Now, in the Ninth World, every conceivable type of technology exists side by side, from swords to guns to lasers, teleporters to psionics and beyond... if you can figure out how to use it safely.
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** [[TheEmpire The Coalition States]] uses this to their advantage to peacefully assimilate human communities.[[note]]They generally assimilate non-human communities by flattening them and claiming the smoking crater as their territory.[[/note]] They offer to help HighTechLowCulture towns to perform repair and upkeep on their technology, and use that to make the town more and more dependent on the Coalition, until they quietly absorb the community into their empire.

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** [[TheEmpire The Coalition States]] uses this to their advantage to peacefully assimilate human communities.[[note]]They generally assimilate non-human communities by flattening them and claiming the smoking crater as their territory.[[/note]] They offer to help HighTechLowCulture LowCultureHighTech towns to perform repair and upkeep on their technology, and use that to make the town more and more dependent on the Coalition, until they quietly absorb the community into their empire.

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* ''TabletopGame/{{GURPS}}''
** The world of Alexander Athanatos from ''TabletopGame/{{GURPS}}: Bio-Tech'' is mainly in the Iron Age yet capable of producing genetic hybrids thanks to Hippocrates triggering revolution in medical science.
** The world of Yrth, setting of ''TabletopGame/{{GURPS}} TabletopGame/{{Banestorm}},'' is a vaguely-medieval fantasy world like many others, except that people from Earth occasionally get teleported there and stranded. The Powers That Be suppress gunpowder, but many minor technologies and concepts have become common, including the germ theory of disease, some experiments in vaccination, heliocentric astronomy with elliptical orbits, the modern novel, stagecoaches with suspensions, sloops and brigs, fingerprinting, and the use of perspective in art.
** The random alien culture generation rules in 3rd edition ''Space'' have a small (a roll of 3 on 3d6) chance of resulting in primitive barbarians with spaceships.

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* ''TabletopGame/{{GURPS}}''
''TabletopGame/{{GURPS}}'' has the idea of TechnologyLevels built into the rules, by name; societies have a tecch level, as does each character (representing the highest level of technology with which they're familiar). But as a generic system, it also recognizes the idea of SchizoTech, handling it with mechanics such as Split Tech Levels (for societies which have advanced further in some areas than in others) and the Cutting-Edge Training perk (for characters who've received technologically advanced training in one specific area). Some examples of published GURPS settings with SchizoTech:
** The world alternate historical timeline of Alexander Athanatos "Alexander Athanatos" from ''TabletopGame/{{GURPS}}: Bio-Tech'' ''[[TabletopGame/{{GURPS}} GURPS Bio-Tech]]'' is mainly in the Iron Age yet Age, but it is capable of producing genetic hybrids thanks to Hippocrates triggering a revolution in medical science.
** The world of Yrth, setting of ''TabletopGame/{{GURPS}} TabletopGame/{{Banestorm}},'' ''TabletopGame/GURPSBanestorm,'' is a vaguely-medieval fantasy world like many others, except that people from Earth occasionally get teleported there and stranded. The Powers That Be suppress gunpowder, gunpowder and other ''obviously'' problematic technologies, but many minor technologies and concepts have become common, including the germ theory of disease, some experiments in vaccination, heliocentric astronomy with elliptical orbits, the modern novel, stagecoaches with suspensions, sloops and brigs, fingerprinting, and the use of perspective in art.
art. Advanced printing has become established despite the problems it causes.
** The random alien culture generation rules in 3rd edition ''Space'' ''GURPS Space'' have a small (a roll of 3 on 3d6) chance of resulting in primitive barbarians with spaceships.spaceships.
** The ''TabletopGame/DiscworldRoleplayingGame'' uses a cut-down version of the full GURPS rules, but given that the Literature/{{Discworld}} is heavy on SchizoTech along with depictions of technological progress, this necessarily includes the relevant tech level rules.

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Sigh...


* ''TabletopGame/{{Pathfinder}}'''s world Golarion is [[FantasyKitchenSink deliberately]] all over the place. The Inner Sea Region contains every conceivable level of technology, from simple tribal cultures with axes and spears, to the standard fantasy kingdoms policed by knights on horseback, to a nation where the wreckage and technology of a fallen city-sized spaceship litters the land of savage barbarians. To top it all off, a steampunk city with black powder firearms is wedged into a magical wasteland between two nations dominated by wizards. The designers actually acknowledge the trope in one book, citing TruthInTelevision: not every nation develops at the same rate or obtains new technologies in the same order.

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* ''TabletopGame/{{Pathfinder}}'''s ''TabletopGame/{{Pathfinder}}'':
** The
world Golarion is [[FantasyKitchenSink deliberately]] all over the place. The Inner Sea Region contains every conceivable level of technology, from simple tribal cultures with axes and spears, to the standard fantasy kingdoms policed by knights on horseback, to a nation where the wreckage and technology of a fallen city-sized spaceship litters the land of savage barbarians. To top it all off, a steampunk city with black powder firearms is wedged into a magical wasteland between two nations dominated by wizards. The designers actually acknowledge the trope in one book, citing TruthInTelevision: not every nation develops at the same rate or obtains new technologies in the same order.

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** ''TabletopGame/{{Pathfinder}}'''s world Golarion is [[FantasyKitchenSink deliberately]] all over the place. The Inner Sea Region contains every conceivable level of technology, from simple tribal cultures with axes and spears, to the standard fantasy kingdoms policed by knights on horseback, to a nation where the wreckage and technology of a fallen city-sized spaceship litters the land of savage barbarians. To top it all off, a steampunk city with black powder firearms is wedged into a magical wasteland between two nations dominated by wizards. The designers actually acknowledge the trope in one book, citing TruthInTelevision: not every nation develops at the same rate or obtains new technologies in the same order.

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** * ''TabletopGame/{{Pathfinder}}'''s world Golarion is [[FantasyKitchenSink deliberately]] all over the place. The Inner Sea Region contains every conceivable level of technology, from simple tribal cultures with axes and spears, to the standard fantasy kingdoms policed by knights on horseback, to a nation where the wreckage and technology of a fallen city-sized spaceship litters the land of savage barbarians. To top it all off, a steampunk city with black powder firearms is wedged into a magical wasteland between two nations dominated by wizards. The designers actually acknowledge the trope in one book, citing TruthInTelevision: not every nation develops at the same rate or obtains new technologies in the same order.order.
** One adventure path, ''Reign of Winter,'' specifically enforces this as a [[RuleOfCool point in artwork and theme.]] The adventure eventually brings you elsewhere in the universe at the modern day of the game: [[spoiler: Earth, around 1912 C.E., where the adventurers encounter Great War-era Russians. The game states that while the sudden appearance of armored knights and robed, flying elves may be unusual, the Russians had seen far worse threats during the war as they level their machine guns toward the new threats.]]
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The flying skulls are called servo-skulls. Not Familiars. (Seriously, how did that mistake happen?)


** As a more straight example, the Space Marines have floating bio-mechanical skulls called familiars, basically a cybernetic computer that can hover. They put candles on them when they need some extra light.

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** As a more straight example, the Space Marines have floating bio-mechanical skulls called familiars, servo-skulls, basically a cybernetic computer that can hover. They put candles on them when they need some extra light.
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* ''TabletopGame/{{Warhammer}}'', particularly in recent editions. The Empire have a steam-powered tank and a "clockwork" horse while the Dwarfs - better yet - have a helicopter armed with a steam cannon (not mentioning an organ gun and a huge cannon-like flamethrower). The Skaven, infamously, feature "fantasy" versions of a sniper rifle, a [[GatlingGood ratling gun]], a flamethrower, a laser cannon, a hamster wheel of death and what what appears to be three separate types of nuclear bombs-including a Davy Crockett Personal Nuclear Missile Launcher (all of which may fail with destructively hilarious results). This in a world where a powerful human kingdom still think knights and longbows are cutting-edge, and there's at least one major faction that's entirely Stone Age. Fan reactions have been mixed, although some earlier editions featured actual plasma guns and laser pistols, so modern players get off lightly really. The schizo tech contraptions tend to go haywire in the most spectacular ways imaginable at the moment least desired. But even then they are fun to play - if not, just for laughs.

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* ''TabletopGame/{{Warhammer}}'', particularly in recent later editions. The Empire have a steam-powered tank and a "clockwork" horse while the Dwarfs - better yet - have a helicopter armed with a steam cannon (not mentioning an organ gun and a huge cannon-like flamethrower). The Skaven, infamously, feature "fantasy" versions of a sniper rifle, a [[GatlingGood ratling gun]], a flamethrower, a laser cannon, a hamster wheel of death and what what appears to be three separate types of nuclear bombs-including a Davy Crockett Personal Nuclear Missile Launcher (all of which may fail with destructively hilarious results). This in a world where a powerful human kingdom still think knights and longbows are cutting-edge, and there's at least one major faction that's entirely Stone Age. Fan reactions have been mixed, although some earlier editions featured actual plasma guns and laser pistols, so modern players get off lightly really. The schizo tech contraptions tend to go haywire in the most spectacular ways imaginable at the moment least desired. But even then they are fun to play - if not, just for laughs.



** The ''TabletopGames/{{Dragonlance}}'' setting has the Tinker Gnomes who power their dormant volcano home with Geothermal power and individual Gnomes have invented things like Powered suits of armor, Invisibility Spray, various Clockwork automaton, and even a nuclear bomb. The Tinker Gnomes are a race of [[BunglingInventor bungling inventors]], and so a lot of their technology does tend to be a bit prone to [[MadeOfExplodium exploding]].

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** The ''TabletopGames/{{Dragonlance}}'' ''TabletopGame/{{Dragonlance}}'' setting has the Tinker Gnomes who power their dormant volcano home with Geothermal power and individual Gnomes have invented things like Powered suits of armor, Invisibility Spray, various Clockwork automaton, and even a nuclear bomb. The Tinker Gnomes are a race of [[BunglingInventor bungling inventors]], and so a lot of their technology does tend to be a bit prone to [[MadeOfExplodium exploding]].



** ''TabletopGames/{{Pathfinder}}'''s world Golarion is [[FantasyKitchenSink deliberately]] all over the place. The Inner Sea Region contains every conceivable level of technology, from simple tribal cultures with axes and spears, to the standard fantasy kingdoms policed by knights on horseback, to a nation where the wreckage and technology of a fallen city-sized spaceship litters the land of savage barbarians. To top it all off, a steampunk city with black powder firearms is wedged into a magical wasteland between two nations dominated by wizards. The designers actually acknowledge the trope in one book, citing TruthInTelevision: not every nation develops at the same rate or obtains new technologies in the same order.
* ''TabletopGames/SpiritOfTheCentury'' plays with this, as it's set in the 1920s but uses pulp Science! to allow more futuristic technology, and even full on mad science inventions that we still haven't made. The book does a good job of cataloguing what inventions are just around the corner to give you some idea what the state of the art inventions you could get prototypes to, or make, are.
* ''TabletopGames/{{Exalted}}''

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** ''TabletopGames/{{Pathfinder}}'''s ''TabletopGame/{{Pathfinder}}'''s world Golarion is [[FantasyKitchenSink deliberately]] all over the place. The Inner Sea Region contains every conceivable level of technology, from simple tribal cultures with axes and spears, to the standard fantasy kingdoms policed by knights on horseback, to a nation where the wreckage and technology of a fallen city-sized spaceship litters the land of savage barbarians. To top it all off, a steampunk city with black powder firearms is wedged into a magical wasteland between two nations dominated by wizards. The designers actually acknowledge the trope in one book, citing TruthInTelevision: not every nation develops at the same rate or obtains new technologies in the same order.
* ''TabletopGames/SpiritOfTheCentury'' ''TabletopGame/SpiritOfTheCentury'' plays with this, as it's set in the 1920s but uses pulp Science! to allow more futuristic technology, and even full on mad science inventions that we still haven't made. The book does a good job of cataloguing what inventions are just around the corner to give you some idea what the state of the art inventions you could get prototypes to, or make, are.
* ''TabletopGames/{{Exalted}}''''TabletopGame/{{Exalted}}''



** ''TabletopGames/{{Exalted}}'' also has the LostTechnology angle going for its Schizo Tech. A lot of the more powerful or complex Artifacts are remnants of First Age technology made by Solar artisans. Of course, the Solar Exalted have spent most of the last couple thousand years being dead and have only just recently returned. Enough documentation has survived that Dragon Blooded artisans can maintain most surviving First Age tech, but any technological advancement since the First Age can't compare to what Twilight Caste Solars were capable of.

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** ''TabletopGames/{{Exalted}}'' ''TabletopGame/{{Exalted}}'' also has the LostTechnology angle going for its Schizo Tech. A lot of the more powerful or complex Artifacts are remnants of First Age technology made by Solar artisans. Of course, the Solar Exalted have spent most of the last couple thousand years being dead and have only just recently returned. Enough documentation has survived that Dragon Blooded artisans can maintain most surviving First Age tech, but any technological advancement since the First Age can't compare to what Twilight Caste Solars were capable of.
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*** The Hollow World, ''inside'' Mystara, proactively averts this trope with the Spell of Preservation, which makes people in various cultures distrust and spurn unfamiliar technologies, no matter how useful.
** Technology levels in ''TabletopGame/{{Ravenloft}}'' range from Stone Age to late Renaissance, depending on where you are, with even higher tech turning up in the local MadScientistLaboratory. This is because new domains are added to the Land of Mists from different worlds with their own indigenous tech-levels, rather than technology evolving in tandem within adjacent countries. (Of course, some of those cultures may have Schizo Tech of their own, but they won't be developing any ''new'' examples while under this spell.)

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*** The Hollow World, ''inside'' Mystara, proactively averts this trope with the Spell of Preservation, which makes people in various cultures distrust and spurn unfamiliar technologies, no matter how useful.
useful. (Of course, some of those cultures may have Schizo Tech of their own, but they won't be developing any ''new'' examples while under this spell.)
** Technology levels in ''TabletopGame/{{Ravenloft}}'' range from Stone Age to late Renaissance, depending on where you are, with even higher tech turning up in the local MadScientistLaboratory. This is because new domains are added to the Land of Mists from different worlds with their own indigenous tech-levels, rather than technology evolving in tandem within adjacent countries. (Of course, some of those cultures may have Schizo Tech of their own, but they won't be developing any ''new'' examples while under this spell.)
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** Technology levels in ''TabletopGame/{{Ravenloft}}'' range from Stone Age to late Renaissance, depending on where you are, with even higher tech turning up in the local MadScientistLaboratory. This is because new domains are added to the Land of Mists from different worlds with their own indigenous tech-levels, rather than technology evolving in tandem within adjacent countries.

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** Technology levels in ''TabletopGame/{{Ravenloft}}'' range from Stone Age to late Renaissance, depending on where you are, with even higher tech turning up in the local MadScientistLaboratory. This is because new domains are added to the Land of Mists from different worlds with their own indigenous tech-levels, rather than technology evolving in tandem within adjacent countries. (Of course, some of those cultures may have Schizo Tech of their own, but they won't be developing any ''new'' examples while under this spell.)
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* Naturally, ''TabletopGame/{{Shadowrun}}'' picks up this ball and runs with it. Even disregarding the CyberPunk-meets-magic setting, there are weapons like [[KatanasAreJustBetter katanas]], [[{{BFS}} claymores]] and [[DoesThisRemindYouOfAnything "vibro-swords"]] to go with their assault rifles and grenades.
* As per ''TabletopGame/{{Shadowrun}}'', in ''TabletopGame/{{Cyberpunk}} 2020'' you can find along firearms and even more advanced stuff [[KatanasAreJustBetter katanas]] [[DoesThisRemindYouOfAnything "vibro-swords"]], bows, and crossbows.

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* Naturally, ''TabletopGame/{{Shadowrun}}'' picks up this ball and runs with it. Even disregarding the CyberPunk-meets-magic setting, there are weapons like [[KatanasAreJustBetter katanas]], [[{{BFS}} claymores]] and [[DoesThisRemindYouOfAnything [[VibroWeapon "vibro-swords"]] to go with their assault rifles and grenades.
* As per ''TabletopGame/{{Shadowrun}}'', in ''TabletopGame/{{Cyberpunk}} 2020'' you can find along firearms and even more advanced stuff [[KatanasAreJustBetter katanas]] [[DoesThisRemindYouOfAnything [[VibroWeapon "vibro-swords"]], bows, and crossbows.
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** Also very noticeable in spaceships which make extensive use of [[WeWillUseManualLaborInTheFuture manual labor]]. So you have a multi-kilometer long spaceship powered by an advanced plasma reactor where the multi-story tall shells for the guns are loaded by hand using ropes and pulleys (and whips).
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One, that's more in the category of Space Age Stasis, and two, later updates have given them plenty of new toys.


** Despite popular belief, the Astra Militarum has no "official" loadout enforced across all regiments; individual regiments are largely responsible for providing their own equipment and training. The image of Guardsmen all wearing green, angular armour comes from many regiments [[SincerestFormOfFlattery copying the famed Cadians]]. Since planets in the Imperial Guard vary wildly in technology levels, you get a lot of this when regiments are folded into each other or co-operate: you may get professional troopers from a Forge World equipped with plasma weapons and utilising cameleoline cloaking and cybernetic augmentations, fighting alongside Feral World primitives who like draping themselves with noxious body paint and the bones of dead comrades, and prefer tomahawks and longbows over their lasguns. It sounds crazy but this is a necessity for an interstellar empire that is so profoundly large, ancient and thinly-spread that it doesn't really know how many planets it controls.

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** Despite popular belief, the Astra Militarum has no "official" loadout enforced across all regiments; individual regiments are largely responsible for providing their own equipment and training. The image of Guardsmen all wearing green, angular armour comes from many regiments [[SincerestFormOfFlattery copying the famed Cadians]]. Since planets in the Imperial Guard vary wildly in technology levels, you get a lot of this when regiments are folded into each other or co-operate: you may get professional troopers from a Forge World equipped with plasma weapons and utilising cameleoline cloaking and cybernetic augmentations, fighting alongside Feral World primitives who like draping themselves with noxious body paint and the bones of dead comrades, and prefer tomahawks and longbows over their lasguns. It sounds crazy but this is a necessity for an interstellar empire that is so profoundly large, ancient and thinly-spread that it doesn't even really know how many planets it controls.



** Exodite Eldar don't. Their Dragon Knight warriors ride dinosaur-like creatures, and they have laser lances (much like the Shining Spears aspect warriors but more primitive) and laser carbines (much like Imperial lasguns except they don't suck). Exodites limit their technology in such a way to give themselves hard lives to stop their culture from falling into decadence and depravity; otherwise, they have almost exactly the same technology as their craft world cousins.
** While the Tau avoid this trope like the plague, their Kroot allies do this [[SpaceAmish intentionally]]. They keep tech for the most part very simple (they can absorb the DNA from other species) they still have space travel and use black powered guns to five incredibly advanced munitions given to them by the Tau. Even the Tau, which are supposed to avert this, have mostly the same military technology in the "present" of the game as they did hundreds of years ago at first contact. They upgraded their ships into true warships, and that's about it. Even that is Forge World canon and may not apply to the main line.

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** Exodite Eldar don't.intentionally invoke this. Their Dragon Knight warriors ride dinosaur-like creatures, and they have laser lances (much like the Shining Spears aspect warriors but more primitive) and laser carbines (much like Imperial lasguns except they don't suck). Exodites limit their technology in such a way to give themselves hard lives to stop their culture from falling into decadence and depravity; otherwise, they have almost exactly the same technology as their craft world craftworld cousins.
** While the Tau avoid this trope like the plague, their Kroot allies do this [[SpaceAmish intentionally]]. They keep tech for the most part very simple (they can absorb the DNA from other species) they species), but still have space travel and use black powered their otherwise primitive guns to five fire incredibly advanced munitions given to them by the Tau. Even the Tau, which are supposed to avert this, have mostly the same military technology in the "present" of the game as they did hundreds of years ago at first contact. They upgraded their ships into true warships, and that's about it. Even that is Forge World canon and may not apply to the main line.Tau.

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** [[TabletopGames/{{Pathfinder}} Golarion]] is [[FantasyKitchenSink deliberately]] all over the place. The Inner Sea Region contains every conceivable level of technology, from simple tribal cultures with axes and spears, to the standard fantasy kingdoms policed by knights on horseback,to a nation where the wreckage and technology of a fallen city-sized spaceship litters the land of savage barbarians. To top it all off, steampunk city, complete with black powder firearms, exists squarely between the magical wasteland that separates two nations dominated by wizards. The designers actually acknowledge the trope in one book, citing TruthInTelevision: not every nation develops at the same rate, or obtains new technologies in the same order.


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** ''TabletopGames/{{Pathfinder}}'''s world Golarion is [[FantasyKitchenSink deliberately]] all over the place. The Inner Sea Region contains every conceivable level of technology, from simple tribal cultures with axes and spears, to the standard fantasy kingdoms policed by knights on horseback, to a nation where the wreckage and technology of a fallen city-sized spaceship litters the land of savage barbarians. To top it all off, a steampunk city with black powder firearms is wedged into a magical wasteland between two nations dominated by wizards. The designers actually acknowledge the trope in one book, citing TruthInTelevision: not every nation develops at the same rate or obtains new technologies in the same order.
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** Quite a few of these are very subtle ones that most people probably wouldn't notice deviate from the somewhat medieval level of technology generally used. Windows using 19th-century sheet or plate glass are described, chimneys (a 16th-century invention) are universal, and even seemingly-minor details such as the existence of "private rooms" at inns are all developments of later centuries. On the flipside, pre-Dark Age technologies such as triremes, chariots, colosseums and the notion of daily bathing also appear.

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** Quite a few of these are very subtle ones that most people probably wouldn't notice deviate from notice. While much of the somewhat technology is medieval level of technology generally used. Windows at the latest, windows using 19th-century sheet or plate glass are described, chimneys (a 16th-century invention) are universal, and even seemingly-minor details such as the existence of "private rooms" at inns are all developments of later centuries. On the flipside, pre-Dark Age technologies such as triremes, chariots, colosseums and the notion of daily bathing also appear.
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** Quite a few of these are very subtle ones that most people probably wouldn't notice deviate from the medieval level of technology otherwise used. Floor plans for castles tend to use the 14th-century pinnacle of the art, windows using 19th-century sheet or plate glass are described, chimneys (a 16th century invention) are universal, and even seemingly-minor details such as the existence of "private rooms" at inns are all developments of later centuries. On the flipside, pre-Dark Age technologies such as triremes, chariots, colosseums and the notion of daily bathing also appear.

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** Quite a few of these are very subtle ones that most people probably wouldn't notice deviate from the somewhat medieval level of technology otherwise generally used. Floor plans for castles tend to use the 14th-century pinnacle of the art, windows Windows using 19th-century sheet or plate glass are described, chimneys (a 16th century 16th-century invention) are universal, and even seemingly-minor details such as the existence of "private rooms" at inns are all developments of later centuries. On the flipside, pre-Dark Age technologies such as triremes, chariots, colosseums and the notion of daily bathing also appear.
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None


** Quite a few of these are very subtle ones that most people probably wouldn't notice. Floor plans for castles tend to use the 14th-century pinnacle of the art, windows using 19th-century sheet or plate glass are described, chimneys (a 16th century invention) are universal, and even seemingly-minor details such as the existence of "private rooms" at inns are all developments of later centuries. On the flipside, pre-Dark Age technologies such as triremes, chariots, colosseums and the notion of daily bathing also appear.

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** Quite a few of these are very subtle ones that most people probably wouldn't notice.notice deviate from the medieval level of technology otherwise used. Floor plans for castles tend to use the 14th-century pinnacle of the art, windows using 19th-century sheet or plate glass are described, chimneys (a 16th century invention) are universal, and even seemingly-minor details such as the existence of "private rooms" at inns are all developments of later centuries. On the flipside, pre-Dark Age technologies such as triremes, chariots, colosseums and the notion of daily bathing also appear.
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None


** Quite a few of these are very subtle ones that are a result of either ignorance of medieval technology, RuleOfCool, or both. Floor plans for castles tend to use the 14th-century pinnacle of the art, windows using 19th-century sheet or plate glass are described, chimneys (a 16th century invention) are universal, and even seemingly-minor details such as the existence of "private rooms" at inns are all developments of later centuries. On the flipside, pre-Dark Age technologies such as triremes, chariots, colosseums and the notion of daily bathing also appear.

to:

** Quite a few of these are very subtle ones that are a result of either ignorance of medieval technology, RuleOfCool, or both.most people probably wouldn't notice. Floor plans for castles tend to use the 14th-century pinnacle of the art, windows using 19th-century sheet or plate glass are described, chimneys (a 16th century invention) are universal, and even seemingly-minor details such as the existence of "private rooms" at inns are all developments of later centuries. On the flipside, pre-Dark Age technologies such as triremes, chariots, colosseums and the notion of daily bathing also appear.
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* In ''''TabletopGame/FadingSuns'' most advanced technology is prohibited or restricted by the Church following the fall of the Second Republic, though it's not always enforced, particularly weapons tech. For example, a militia man on a backworld may have a laser, while his wife still cleans the shirts on the rocks by the stream.

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* In ''''TabletopGame/FadingSuns'' ''TabletopGame/FadingSuns'' most advanced technology is prohibited or restricted by the Church following the fall of the Second Republic, though it's not always enforced, particularly weapons tech. For example, a militia man on a backworld may have a laser, while his wife still cleans the shirts on the rocks by the stream.
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** ''TabletopGame/{{Spelljammer}}'' is about as close to the franchise gets to a StandardSciFiSetting, and the mechanics of spelljammer helms mean that just about anything can get into space while gunpowder weapons are considered a bad idea. Ships in the setting range from "Roman galley with a spelljammer helms strapped to it" and "armored warship with lasers," and one prominent faction equips some members with spring-loaded dart guns and others with lightning cannons.
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* All over the place in ''TabletopGame/RocketAge''. The humans use conventional 1930s technology alongside spaceships and RAY guns and the Martians used to use a mixture of medieval and high tech technology and are currently in the desperate process of modernization. Then on Jupiter we have the use of zeppelins and compressed air dart rifles, to ensure that things don't go up in smoke.
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* As per ''TabletopGame/{{Shadowrun}}'', in ''TabletopGame/{{Cyberpunk}} 2020'' you can find along firearms and even more advanced stuff [[KatanasAreJustBetter katanas]] [[DoesThisRemindYouOfAnything "vibro-swords"]], bows, and crossbows.
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** How about ''[[http://www.somethingawful.com/d/dungeons-and-dragons/wtf-wondrous-items.php The Book of Wondrous Inventions]]'', which was a collection of Tinker Gnome inventions based on RealLife technology?

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** How about ''[[http://www.somethingawful.com/d/dungeons-and-dragons/wtf-wondrous-items.php The Book of Wondrous Inventions]]'', which was a collection of Tinker Gnome inventions based on RealLife technology?technology.
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* ''TabletopGame/{{Warhammer}}'', particularly in recent editions. The Empire have a steam-powered tank and a "clockwork" horse while the Dwarfs - better yet - have a helicopter armed with a steam cannon (not mentioning an organ gun and a huge cannon-like flamethrower). The Skaven, infamously, feature "fantasy" versions of a sniper rifle, a [[GatlingGood ratling gun]], a flamethrower, a laser cannon, a hamster wheel of death and what what appears to be three separate types of nuclear bombs-including a Davy Crockett Personal Nuclear Missile Launcher (all of which may fail with destructively hilarious results). This in a world where a powerful human kingdom still think knights and longbows are cutting-edge, and there's at least one major faction that's entirely Stone Age. Fan reactions have been mixed, although some earlier editions featured actual plasma guns and laser pistols, so modern players get off lightly really. The schizo tech contraptions tend to go haywire in the most spectacular ways imaginable at the moment least desired. But even then they are fun to play - if not, just for laughs.
* ''TabletopGame/{{Warhammer 40000}}''
** Due to a bit of "lost tech" going on, the Imperium's technology is controlled by a religious cult called the Adeptus Mechanicus that doesn't believe in researching new technology or trying to understand the technology they currently have. Instead, they worship whatever old technology they can find from before the Age of Strife.
** As a more straight example, the Space Marines have floating bio-mechanical skulls called familiars, basically a cybernetic computer that can hover. They put candles on them when they need some extra light.
** The Imperial Guard can sometimes be a good source of this. Example: the Leman Russ Executioner battle tank. It looks boxy and crude, the engine's designed to run on anything you can burn up to ''coal and wood'', and the heavy stubber on top is pretty much a UsefulNotes/WorldWarII-era [[http://en.wikipedia.org/wiki/M2_Browning M2 Browning]] in all but name, but it packs a huge tank-melting plasma cannon for the main gun. An Imperial Guard force is probably the only place where you'll find motorcycle troops and horse cavalry fighting alongside [[HumongousMecha Sentinels and Warhound Titans]].
** Despite popular belief, the Astra Militarum has no "official" loadout enforced across all regiments; individual regiments are largely responsible for providing their own equipment and training. The image of Guardsmen all wearing green, angular armour comes from many regiments [[SincerestFormOfFlattery copying the famed Cadians]]. Since planets in the Imperial Guard vary wildly in technology levels, you get a lot of this when regiments are folded into each other or co-operate: you may get professional troopers from a Forge World equipped with plasma weapons and utilising cameleoline cloaking and cybernetic augmentations, fighting alongside Feral World primitives who like draping themselves with noxious body paint and the bones of dead comrades, and prefer tomahawks and longbows over their lasguns. It sounds crazy but this is a necessity for an interstellar empire that is so profoundly large, ancient and thinly-spread that it doesn't really know how many planets it controls.
** Most races actually manage to avoid this trope fairly well, with Eldar, Necrons, Tau and Tyranids having reasonably consistent technology levels. Orks, on the other hand, really don't. Primitive axes, clubs and boar-riding cavalry are regularly seen alongside laser guns and HumongousMecha. The in-universe explanation is that their technology works by the RuleOfCool – if Orks believe something they've built will work, it will.
** Exodite Eldar don't. Their Dragon Knight warriors ride dinosaur-like creatures, and they have laser lances (much like the Shining Spears aspect warriors but more primitive) and laser carbines (much like Imperial lasguns except they don't suck). Exodites limit their technology in such a way to give themselves hard lives to stop their culture from falling into decadence and depravity; otherwise, they have almost exactly the same technology as their craft world cousins.
** While the Tau avoid this trope like the plague, their Kroot allies do this [[SpaceAmish intentionally]]. They keep tech for the most part very simple (they can absorb the DNA from other species) they still have space travel and use black powered guns to five incredibly advanced munitions given to them by the Tau. Even the Tau, which are supposed to avert this, have mostly the same military technology in the "present" of the game as they did hundreds of years ago at first contact. They upgraded their ships into true warships, and that's about it. Even that is Forge World canon and may not apply to the main line.
** The Tau Farsight Enclaves' tech is somewhat dated compared to the Tau Empire's tech. They do occasionally get some shiny new toys thanks to spycraft, theft, and/or sympathizers within the Empire. Farsight himself still uses the same old battlesuit he wore when he first left the Empire.
* ''TabletopGame/{{Rifts}}''
** Being set ''After'' AfterTheEnd, the game has a lot of this. Many wilderness villages may not have running water and only a few electrical generators, but ''will'' have laser rifles capable of blowing a sedan in half with one shot. And let's not get into magic.
** [[TheEmpire The Coalition States]] uses this to their advantage to peacefully assimilate human communities.[[note]]They generally assimilate non-human communities by flattening them and claiming the smoking crater as their territory.[[/note]] They offer to help HighTechLowCulture towns to perform repair and upkeep on their technology, and use that to make the town more and more dependent on the Coalition, until they quietly absorb the community into their empire.
* ''TabletopGame/BattleTech'' is also rife with this sort of thing. The {{mecha}} all run on highly compact and portable fusion engines and have guns and missiles with great range and hideous damage, but due to the rubbished industrial base apparently nobody can build decent fire control or air-conditioning systems, so most fighting takes place at close range (under 1 kilometer!) and most mechwarriors fight in what amounts to underwear. (Admittedly, the short ranges are both to keep map sizes reasonable for gameplay purposes and because the designers ''were'' shooting for a classic in-your-face mecha combat aesthetic in preference to more logical but boring long-range sniping contests.)
** Similarly, while [=BattleMechs=] have essentially taken over the role of [[TankGoodness tanks]] -- not necessarily combat vehicles in general, just the old twentieth-century style armored boxes with a gun turret -- centuries ago in-universe, everybody still uses those anyway. Some handwaving about how they're supposedly cheaper and easier to produce is basically canon, and of course weapons and armor have kept up with the times, but it's still rather akin to keeping prop fighters in production and actual military use long after everybody already knows how to make perfectly good ''jets''. Tanks are still used because they're comparatively cheaper and stealthier. They lack the technology to keep HumongousMecha from being ludicrously expensive artillery bait (which is probably why the Clans' ObstructiveCodeOfConduct forbids artillery).
** Schizo tech comes up a lot when dealing with backwater colony worlds. A hunter might use a black powder pistol to kill a deer for dinner, then come home and cook it in a microwave. At least part of all of this is due to the general devastation of and Inner Sphere-wide technological backslide during the Succession Wars.
* The ''TabletopGame/YuGiOh'' trading card game world is full of this, possibly because nobody's ever bothered to explain any of it. We are talking about a world where [[http://yugioh.wikia.com/wiki/DR04-EN242 a medieval knight]] can do battle with [[http://yugioh.wikia.com/wiki/DR04-EN241 a low-orbit ion cannon]] and win. That same ion cannon also greatly fears [[http://yugioh.wikia.com/wiki/SRL-EN064 duct tape.]]
* ''TableTopGame/DungeonsAndDragons'' has their share. As usual.
** Quite a few of these are very subtle ones that are a result of either ignorance of medieval technology, RuleOfCool, or both. Floor plans for castles tend to use the 14th-century pinnacle of the art, windows using 19th-century sheet or plate glass are described, chimneys (a 16th century invention) are universal, and even seemingly-minor details such as the existence of "private rooms" at inns are all developments of later centuries. On the flipside, pre-Dark Age technologies such as triremes, chariots, colosseums and the notion of daily bathing also appear.
** Creator/GaryGygax played around with this trope a ''lot'' in his original TabletopGame/{{Greyhawk}} home games, although most of them (mostly imported from Earth or found in crashed spaceships) got left out in later releases for that campaign setting.
** How about ''[[http://www.somethingawful.com/d/dungeons-and-dragons/wtf-wondrous-items.php The Book of Wondrous Inventions]]'', which was a collection of Tinker Gnome inventions based on RealLife technology?
** TabletopGame/{{Mystara}}
*** This setting also has a number of anachronisms, either as {{Shout Out}}s (Heldannic Knights' [[Franchise/StarTrek bird-of-prey flying vessels]]), in-jokes, or remnants of (again) a crashed spaceship.
*** The Hollow World, ''inside'' Mystara, proactively averts this trope with the Spell of Preservation, which makes people in various cultures distrust and spurn unfamiliar technologies, no matter how useful.
** Technology levels in ''TabletopGame/{{Ravenloft}}'' range from Stone Age to late Renaissance, depending on where you are, with even higher tech turning up in the local MadScientistLaboratory. This is because new domains are added to the Land of Mists from different worlds with their own indigenous tech-levels, rather than technology evolving in tandem within adjacent countries.
** [[TabletopGames/{{Pathfinder}} Golarion]] is [[FantasyKitchenSink deliberately]] all over the place. The Inner Sea Region contains every conceivable level of technology, from simple tribal cultures with axes and spears, to the standard fantasy kingdoms policed by knights on horseback,to a nation where the wreckage and technology of a fallen city-sized spaceship litters the land of savage barbarians. To top it all off, steampunk city, complete with black powder firearms, exists squarely between the magical wasteland that separates two nations dominated by wizards. The designers actually acknowledge the trope in one book, citing TruthInTelevision: not every nation develops at the same rate, or obtains new technologies in the same order.
** The ''TabletopGames/{{Dragonlance}}'' setting has the Tinker Gnomes who power their dormant volcano home with Geothermal power and individual Gnomes have invented things like Powered suits of armor, Invisibility Spray, various Clockwork automaton, and even a nuclear bomb. The Tinker Gnomes are a race of [[BunglingInventor bungling inventors]], and so a lot of their technology does tend to be a bit prone to [[MadeOfExplodium exploding]].
* ''TabletopGames/SpiritOfTheCentury'' plays with this, as it's set in the 1920s but uses pulp Science! to allow more futuristic technology, and even full on mad science inventions that we still haven't made. The book does a good job of cataloguing what inventions are just around the corner to give you some idea what the state of the art inventions you could get prototypes to, or make, are.
* ''TabletopGames/{{Exalted}}''
** There's ''Schizo[[{{Magitek}} MagiTech]]''. Conventional technology is mostly around middle-to-late Bronze Age/early Iron Age. But those with the needed skills can create a hyper-precision wristwatch with perpetual calendar, sunrise and sunset calculator, moon phase display, and the functional equivalent of high resolution GPS as a ''minor tool.''
** Even without the inventors, Creation still has a variable tech level, ranging from cities where a few guards ''may'' have [[FantasyGunControl firewands]] and there's a medieval level civic works thing going on, to cities like Chiaroscuro where the rich quarters have elevators and a functional equivalent of electricity, to the relative metropoli of the Blessed Isle.
** ''TabletopGames/{{Exalted}}'' also has the LostTechnology angle going for its Schizo Tech. A lot of the more powerful or complex Artifacts are remnants of First Age technology made by Solar artisans. Of course, the Solar Exalted have spent most of the last couple thousand years being dead and have only just recently returned. Enough documentation has survived that Dragon Blooded artisans can maintain most surviving First Age tech, but any technological advancement since the First Age can't compare to what Twilight Caste Solars were capable of.
* ''TabletopGame/{{GURPS}}''
** The world of Alexander Athanatos from ''TabletopGame/{{GURPS}}: Bio-Tech'' is mainly in the Iron Age yet capable of producing genetic hybrids thanks to Hippocrates triggering revolution in medical science.
** The world of Yrth, setting of ''TabletopGame/{{GURPS}} TabletopGame/{{Banestorm}},'' is a vaguely-medieval fantasy world like many others, except that people from Earth occasionally get teleported there and stranded. The Powers That Be suppress gunpowder, but many minor technologies and concepts have become common, including the germ theory of disease, some experiments in vaccination, heliocentric astronomy with elliptical orbits, the modern novel, stagecoaches with suspensions, sloops and brigs, fingerprinting, and the use of perspective in art.
** The random alien culture generation rules in 3rd edition ''Space'' have a small (a roll of 3 on 3d6) chance of resulting in primitive barbarians with spaceships.
* ''TabletopGame/CrimsonSkies'' is an AlternateUniverse setting where the [[DividedStatesOfAmerica United States of America broke up]] and the successor states are plagued by [[SkyPirate air pirates]]. It regularly features propeller driven aircraft armed with magnetic rockets in addition to zeppelins armed with remote controlled gun turrets and rocket launchers. The Xbox adaption, ''High Road To Revenge,'' features a [[ANaziByAnyOtherName German fascist group]] called [[StupidJetpackHitler Die Spinne]] who have Tesla weapons and a weather control device. This series is set in the 1930's.
* The ''TabletopGame/{{Space 1889}}'' RPG was all about this trope. Though most of the weapons described in it are either historically-accurate late 19th century weaponry or very rare SteamPunk inventions. Martians use rather primitive weapons but they are, all in all completely different civilization.
* Naturally, ''TabletopGame/{{Shadowrun}}'' picks up this ball and runs with it. Even disregarding the CyberPunk-meets-magic setting, there are weapons like [[KatanasAreJustBetter katanas]], [[{{BFS}} claymores]] and [[DoesThisRemindYouOfAnything "vibro-swords"]] to go with their assault rifles and grenades.
* ''TabletopGame/{{Traveller}}'': There is a lot of space in, well, space and some stuff never gets to some planets. Also there have been a large number of disasters in the Traveller history. And even those from high tech cultures like to [[GoodOldWays go retro]] on occasions, like using swords when they fight a DuelToTheDeath.
* ''TabletopGame/NewHorizon'' was colonized by humans with advanced technology... and low resources. Thus, while every town has touches of modern inventions--a few computers, a [[HollywoodCyborg Promethean or two]], the ever present [[RidiculouslyHumanRobots Wafans]]--the setting as a whole generally features more frontier-level technology, like flintlocks and rifles.
* In ''''TabletopGame/FadingSuns'' most advanced technology is prohibited or restricted by the Church following the fall of the Second Republic, though it's not always enforced, particularly weapons tech. For example, a militia man on a backworld may have a laser, while his wife still cleans the shirts on the rocks by the stream.
* The technology in ''TabletopGame/TheSplinter'' covers everything from early medieval weapons to impossibly advanced, essentially magical devices. The core rulebook includes repeating crossbows, monofillament razor-wire launchers, steam-punk Gatling guns, automatic shotguns, advanced underwater laser pistols, heavy insanity rays, blade-wands, disintegrator pistols, directional nukes, and about fifty types of old-fashioned medieval slaughtering tools.
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