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GameMastery Guide / Creating a World / Technology

Contentious Technology

Source GameMastery Guide pg. 160
Many fantasy RPGs assume a medieval or Renaissance baseline, a level of technology in which castles, swords, and armor are at their peak. Yet if your world follows the same trends as Earth’s history, several technological revolutions are just around the corner, and you should give some thought to how they interact with your setting, if at all.

Airships: Various historical accounts claim that the first winged gliders appeared in the medieval period or even earlier—albeit with minor success and massive injuries—and the technology behind hot air balloons potentially predated them by several centuries. In a world where creatures as large as dragons soar through the skies, it only makes sense that mankind might seek to do the same. Yet airships, while exotic and useful for transporting PCs, carry their own set of complications. Are a castle’s walls still useful when the enemy can drop bombs from a thousand feet up? How rare are airships, and who has access to them?

Firearms: Of all the technology that can be introduced to a campaign setting, none has so polarizing an effect as gunpowder. Some GMs view the thought of a fighter with a pistol as heresy, while others happily dive into the world of primitive flintlocks and blunderbusses, and still others would love nothing more than a barbarian with a sword in one hand and an assault rifle in the other. Beyond simply the flavor aspect, guns can present a tricky game balance issue, as it’s important that the addition of firearms doesn’t make existing player characters obsolete. If you choose to include guns in your world, be sure to consider the natural evolution of the technology and draw your lines accordingly—large-scale cannons and simple bombs are easier to design than handheld firearms, and even once gunsmithing has been refined to incorporate muzzle-loading pistols and muskets, there’s still a long way to go before the invention of cartridges and other advancements that allow guns to be reloaded quickly. Until those late-stage inventions come to bear, the musketeer that misses with his first shot may find himself peppered with arrows while he searches for powder and wadding.

Medicine: Throughout history, medical advances have come at different times in different locations. Middle Eastern cultures were the first to develop hospitals (an idea taken back to Europe during the crusades), South Asian dentists were drilling teeth over 9,000 years ago, ancient Egyptians recorded the first medical texts, and Greek surgeons experimented with daring manipulations that we’re only now perfecting. While magical healing and the Heal skill may cover all your bases in-game, it’s good to know what level of medical technology exists in your world. If a PC gets sick, do the local villagers soothe his fevered brow or beat him with sticks to drive the demons out, while simultaneously draining his blood? Your PCs may know everything about slaying dragons, but do they understand germs and why they shouldn’t drink downstream from the battlefield? How common are plagues in your world? Do its people understand drugs and antiseptics?

Printing Press: Printing presses spread literacy and help people organize and disseminate information, yet they can cause distinct problems for GMs (not to mention those feudal lords who depend on keeping their serfs ignorant and isolated). If you introduce the printing press to your world, who has access to it and what sorts of things does it print? Does it get used for religious texts or revolutionary pamphlets? Can it print magical texts like spellbooks and scrolls, and if so, how do you keep suddenly cheap magic from destroying the economy?

Sanitation: The real medieval world was a disgusting place, rife with filth and disease. While those GMs seeking authenticity might have everyone in the city emptying their chamber pots into the streets, privies, aqueducts, and other such sanitation aren’t actually anachronistic, depending on the culture. (And what wizard capable of traveling the planes wants to constantly worry about stepping in human waste?)

Steam Power: Entire genres—especially steampunk— have been built around steam power and the idea of “industrial revolution fantasy.” Steamboats, steam trains, mechanized factories—the advancement a simple steam engine can bring to a world is immense, and in such a setting, it’s easy for steam power to become the focus. Steam-powered vehicles streamline transportation of troops, civilians, and goods, making it easier to build vast empires. Steam-powered factories turn out perfect machined goods at a rate far above traditional cottage industry. Steam-powered war machines might even make appearances on the battlefield. Next to firearms, steam power has the most potential to change the flavor of your campaign setting, for good or ill. Use it carefully.