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GM Screen
GameMastery Guide
/
Creating a World
/
Technology
Multiple Levels of Technology
Source
GameMastery Guide pg. 161
One of the best things about creating an entire setting is giving yourself several different regions with wildly different societies, and that includes regions with differing levels of technology. While some GMs argue that such variances break a game, a glance at Earth shows that it’s possible to have neighboring nations operating under extremely different conditions, and the farther apart the societies lie, the less likely there is to be crossover. Hence, it’s entirely possible to have both guns and swords in your world, or a futuristic race with inventions too advanced for the primitive barbarians next door to replicate on their own. While less fortunate cultures likely lust after such innovations, it’s not hard to stem the flow of technology, especially if the only people capable of constructing the wonders keep the secrets to themselves and sell their wares at incredibly inflated rates.
This brings up another important issue: futuristic technology. Though it can be argued that, to a caveman, a sword constitutes future technology, most people think of futuristic science in terms of ray guns and laser swords, the treasures of invading aliens, or the post-apocalyptic remnants of lost civilizations. Such items are often persona non grata in a fantasy setting, but the question remains: in a world where a wizard can make his wishes reality, is there any functional difference between a ray gun that shoots fire and a
wand of scorching ray
?