Worldbuilding 101 - Part 16: She blinded me with science
(I'm really tempted to go back through this whole series and rename every post after a song title)
Before we get
into what the characters actually look like, let’s consider technology.
At this
stage, we could apply a wide range of technology levels to the setting. It
seems pretty obvious that we’d be looking at 16th to 18th
century levels, post renaissance – pre industrialisation; after all, there are
pirates and privateers, concepts such as democracy, and we’ve mentioned
steampunk as well. But the developmental concepts used so far could just as
easily be applied to an ancient world setting, modern era, sci-fi…we could even
apply one of these technology levels to the current game, and just maintain the
“aesthetic of steampunk” like so many other games on the market.
But in this
particular case, the aesthetic was not an afterthought, it was a specific
choice based on the idea that I wanted to create a LARP where nerf weapons
could be used as analogues for flintlock pistols and rifles, along with boffer
blades for duelling. Any kind of higher technology in the setting could be
mimicked through real world analogues, if they can be described in terms of
suitably steampunk technology in the setting. So we’re probably looking closer
to the Napoleonic era with effective black powder weapons and some
mechanisation, some innovations in things like standardised screw threads,
reliable clockworks, that sort of thing. We don’t need historical accuracy
regarding a specific year, this is a fantasy setting, but a quick look at a
book or website where invention dates are recorded might be a good starting
point to determine what might be viable in the setting.
If we look at
late Napoleonic times (circa 1815) and allow 20 years either side for technical
innovations, and maybe up to 50 years ahead to account for magical enhancement
of technologies, that gives us plenty of interesting things to add into the
setting while maintaining the right feel. Armour isn’t really used except for
ceremonial purposes because firearms are generally too reliable and too powerful
for it. There are some basic vaccines, experimentation with electricity (which
gives us the potential for “Frankenstein”-style characters), newspapers, steam
ships…the old world might have trains, but they just aren’t feasible here yet
(not enough population or movement of resources to justify the expense of
building a rail line, and possibly too much spirit/monster activity to clear a
safe path between towns anyway). Pushing forward with magic, we might get
analogues of the Babbage engine, possibly even rapid communication within town
through encoded messages transmitted by wire and dot code cyphers (an analogue
for Morse code). If we want to push things, we could use magic to refine the
designs of daVinci, thus allowing gliding wings, crude wheeled tanks, and
submarines, such things would be quite rare though and probably the focus of
stories in their own right. In this way, the Warhammer Fantasy world might be a
good analogue for the technological style we’re going for (especially since
it’s been referenced a few times already), maybe a bit more advanced generally,
but not by a whole lot. Another approximation of the technology level might be
Terry Pratchett’s “Discworld”.
Generally, I
find that a technology level doesn’t do a lot to change the types of stories
that can be told in a world, in most cases the various technologies just change
the names of the macguffins that the characters will be chasing, the actual
story still comes from the interactions of people with each other and with
their world. Still, technology can set the mood for the game, and can get
people onto the right page by providing them with tools to latch onto within
the narrative, those elements are pretty important for the health of a story. A
consistent and coherent level of technology also helps to keep immersion during
the course of play and eases the imaginary world’s suspension of disbelief.
As a side
note, Spain went metric in the 1850s, which means I can use metric measurements
on my map without being too anachronistic (it easily fits into the “50 years
ahead” boundary for magical innovations). Having a religious group that focuses
on knowledge (and a cult that does similar), reinforces the idea that a
streamlined measuring system might be used. You might debate that since this is
a fantasy world that is unrelated to Earth, why would they se a measuring
system that is based on the radius of the earth (if I remember correctly, the
metre is based on a distance of 1/10,000,000th the average distance
from pole to equator). The rebuttal is simple, if we assume that gravity in
this fantasy world is roughly equivalent to gravity on earth (give or take up
to 5%), then we can assume that the fantasy planet’s size is roughly equivalent
to that of the earth. If it’s smaller, the distance is less, but it’s still a
regular fraction of that planetary circumference. I don’t think you need to
worry about the maths. We also haven’t specified the height and weight of our
planetary citizens with regard to “our metres”, nor have I indicated any
connection between this fantasy world and our own. And since I’m not planning
to base any kind of story around these concepts, basically this is all just
getting picky for no real reason. Better to just stick with a recognised measuring
system and move on.
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