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Why do fantasy worlds stay "medieval" for time periods longer than written history? Is it an aesthetic choice, or something anomalous?
Find out in this review of Magical Industrial Revolution! Also, it’s satire.
The real take away here is that there’s no plot hole so stupid that someone won’t overthink an excuse for it.

Originally uploaded to YouTube on Sep 30, 2021
Transcript
00:00In Dungeons & Dragons, it's not impossible to write an intrigue plot, but Zone of Truth,
00:06Detect Thoughts, and Detect Evil in older editions where it affected humanoids make
00:12it easy for players to get to the bottom of any whodunit mystery.
00:16Dungeon masters have to specifically write around divination magic, in the same way that
00:22anyone writing a mystery in the information age needs to account for the fact that everyone's
00:28carrying a GPS and camera in their pockets.
00:31There's a first-level cleric spell that allows them to screen any person or object for any
00:37disease in 10 minutes without even spending a spell slot.
00:42This would make setting up a quarantine easy in the Forgotten Realms, and plagues wouldn't
00:46pose a fraction of the risk they did in the real Dark Ages, to say nothing of the fact
00:51that it only takes a second-level spell to remove any non-magical disease.
00:56And divination isn't even the second-biggest game-changer.
01:00Voice of the Chainmaster allows a warlock to telepathically communicate with their familiar
01:05at an unlimited range.
01:09A warlock could function as a telephone, and, if you get enough people to sign away their
01:14souls, they could build a global communication network, establishing instantaneous two-way communication
01:21between any two cities in the Forgotten Realms.
01:25They could have had the internet without even having to invent the transistor.
01:30How's that for forbidden knowledge?
01:32Finally, the biggest potential game-changers that leave the game unchanged are Clone and
01:37Reincarnate.
01:39Other resurrection spells specify that they can't bring back people who died of old age, but
01:44Clone and Reincarnate don't.
01:46Clone even says that the target's new body can be younger than the old one, while Reincarnate
01:52has more ambiguous wording, creating a new adult body.
01:56Worst case scenario, you reincarnate into a human body age 40, not exactly young, but not
02:02elderly either, and this new body will die of old age again at 70.
02:071,000 gold pieces for 30 years of life is a little over 33 gold pieces per year, while
02:13living in squalid conditions for one year costs more than 36 gold pieces.
02:18A member of the middle class could save up 1,000 gold pieces by dropping from a comfortable
02:24standard of living to a modest one for three years.
02:27Now I can imagine druids sitting on Reincarnate instead of exploiting it, because making people
02:33immortal for a fee would probably disrupt the balance of nature or something like that.
02:40But, you can't say the same thing about the 8th level wizard's spell, Clone.
02:46Why would anyone use 9th level magic to become a lich anyway when an 8th level spell would
02:51let you truly live forever?
02:52For that matter, why would the people who can cast these spells keep going on adventures
02:57when they could make more money just charging people for age regression and working as time
03:02dealers?
03:03Is magic missile a mind affecting spell?
03:06Well, it can kill the target, and getting killed will certainly have an effect on the
03:11mind.
03:11But, by that definition, everything in the world is mind affecting, and the tag just loses
03:17all its meaning.
03:19But what if it isn't all savistry and pedantry?
03:22Let's take a closer look at what happens when a wizard casts magic missile.
03:26One day, a level 1 wizard with 18 intelligence decides to cast magic missile.
03:32In 3.5, she would have to
03:34Read her spellbook for 1 hour
03:36Place magic missile into 1 or both of the slots in her head
03:40One of which comes from class and level, while the other comes from raw intelligence
03:45Select a target and spend 1 standard action to perform the spell's stomatic and verbal components
03:51Once the spell has been cast, it leaves the hole in her head, and she must re-read her spellbook
03:56to put the spell back in her head hole.
04:00Now, did any of that sound like how information works?
04:03My scripts don't leave my mind the moment I'm done speaking them into the camera.
04:07It happens the moment I sit down in this chair.
04:13And written text.
04:15Does written text usually disappear after being read aloud?
04:18Okay, fine, I guess spell scrolls are realistic.
04:21While information wants to be free, spell knowledge doesn't behave like information.
04:27It behaves more like a collection of objects or a substance.
04:32Perhaps the game uses the word knowledge as a metaphor for this weird metaphysical thing
04:37that has no real-world counterpart.
04:39Like how the Dungeon Master's Guide has a section on flavors of fantasy
04:43when the D&D novels all taste the same.
04:47These examples have set a precedent.
04:50Any spell, regardless of its written effect, can also have memory-erasing properties that
04:56are poorly documented in the rare event that they're even documented at all.
05:01And therein lies the hidden reason why magic users don't find world-altering uses for their spells.
05:08All spells have a built-in memory-erasing or anti-memetic effect that prevents magic users from thinking of uses
05:18for them.
05:19The part of continual flame that allows you to forget it at will
05:22is the same part that prevents you from realizing that you have a source of unlimited energy on your hands.
05:30Incidentally, this would also explain why worlds where magic is illegal exist.
05:36This whole peasants-fear-what-they-don't-understand thing has always been a weak handwave.
05:42Understanding something can make it less frightening, but mystery, in and of itself, isn't scary.
05:48If anything, Lucretes has proven that we like the unknown a little too much.
05:53But maybe magic forces peasants to hate it.
05:57There's no rational motivation for commoners to want to lynch their savior
06:01when they know that she could mow down half their population with her cantrips alone.
06:07Magic, being magic, gives them an irrational motivation.
06:11Maybe when a commoner sees someone casting a spell, it sends them into a mindless rage.
06:16Not the cool kind that barbarians get, but the stupid kind that zombies from 28 Days Later get,
06:22where all they can do is just throw themselves at their target in a suicidal charge.
06:27But in order to truly keep the whole world medieval for a longer time period than written human history,
06:33magic's anti-memetic effects would have to also extend to non-magic users.
06:37Unless everyone smart enough to invent the battery learned shocking grasp
06:42and lost the ability to find any uses for electricity outside of combat.
06:48What if the anti-memetics even go through the fourth wall?
06:52How many times have you heard people refer to D&D as back then?
06:56Or heard statements like,
06:58Photographs haven't been invented yet in this time period.
07:01You know, the time when elves were real.
07:05What if there's actual magic in these books?
07:08What if there's some kind of arcane secret
07:10that some unknown force won't let you understand?
07:14Occam's Razor says no.
07:16I'm guessing it's a combination of genre convention
07:18and oversight rather than any kind of plan.
07:23What would have to be true for every spell to be mind-affecting?
07:271. David Arneson and Gary Gygax used the Fire and Forge system from Dying Earth
07:33to keep the fantasy world static
07:36and planned this from the game's inception in the mid-70s.
07:402. All the game's subsequent writers at TSR and WotC
07:44kept this secret for the game's entire life,
07:46leaving clues but never stating it outright,
07:49all while WotC introduced new spells that you can fire without forgetting.
07:543. They decided to never present this information as advice for dungeon masters,
07:59leaving them to deal with spell exploitation on their own
08:02and forcing DMs into constant arguments
08:04over whether or not Tenser's floating disk
08:07could be jerry-rigged into a ghetto airship.
08:104. Some or all of the people writing homebrew settings
08:14also know that every spell is mind-affecting
08:16and change the way spells affect minds to justify witch hunts.
08:215. Homebrewers also keep this secret
08:23and choose to give handwaves instead of the real answer
08:27whenever someone asks why witches are hunted.
08:30Finally, what was all this even for?
08:32What do these people gain from making their worldbuilding look sloppy
08:36when it actually makes sense?
08:38And what assumptions would have to be true
08:40if it's just oversight?
08:431. D&D writers want their game to take place in the Middle Ages
08:47and also want their game to take place over a huge span of time,
08:51longer than written human history.
08:53To that end, they've extended the Middle Ages infinitely in both directions
08:57until there's nothing on the sides for it to be in the middle between.
09:012. D&D writers want to give cool spells to their characters
09:05and don't think of the effects these spells could have on the wider world
09:08if they were taken outside the context of adventuring.
09:123. Homebrewers want to have witch hunts in their settings
09:15to show how dark and gritty they are,
09:17so they shove them in and then come up with post-hoc justifications
09:21if you point out that D&D witches are too powerful for commoners to hunt.
09:26Even if magic is limited to the battlefield,
09:28spellcasters are still more powerful than warriors.
09:32Letting magic users just turn the world into some kind of
09:35science-fantasy magic-punk thing
09:37makes warriors completely obsolete
09:39while magic users get to stomp around in mech suits
09:42soloing dragons into extinction.
09:45A world where rich people can buy immortality
09:49while death itself becomes a poor person problem
09:51may make an interesting RPG setting,
09:54but it's not what the D20 system and the D&D brand name is built around.
09:59The escapist fantasy of Dungeons & Dragons is
10:02a world of constant conflict with zero change.
10:07The status quo is infinitely sustainable,
10:10and the only way the world can really be changed
10:13is if some dark overlord conquers and or destroys it,
10:17and it'll always be the player character's job to prevent this change.
10:21Also, it's always the dungeon master's job
10:23to make sure that when players sign up for a game called Dungeons & Dragons,
10:29they don't end up playing cyberpunk with elves
10:32or Shadowrun with more magic and less hacking.
10:35In the Strategic Review, Volume 2, 1976,
10:39Gary Gygax said,
10:41If magic is unrestrained in the campaign,
10:44D&D quickly degenerates into a weird wizard show
10:47where players get bored quickly,
10:49or the referee is forced to change the game into a new framework
10:53which will accommodate what he has created
10:55by way of player characters.
10:57And I didn't learn about this quote
10:59until I read it in Magical Industrial Revolution,
11:02a framework built from the ground up
11:04to accommodate the weird wizard show.
11:06It starts out resembling medieval London,
11:09but the title should give you an idea
11:11of how much the setting changes over the course of a campaign.
11:14That's all I'll say about MIR in this video,
11:16because this isn't a review of a book I've never used.
11:21Well, that's my too many thoughts on spell exploitation.
11:25How do you handle creative spell use?
11:27What would you do if one of your players
11:29tried to use continual flame to make a laser gun
11:31or tried to build an electric motorbike
11:33powered by shocking grasp?
11:36I can take advantage of it.
11:36How do you handle 및 colouringen�� 인교
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