2/ two thoughts: 1) yes, the Medieval nature has bugged me. Castle walls of stone? Please. "Mud to Rock" spell means concrete-like construction. Etc. Need low magic. 2) nay to "burning hands" - yay to dwarf mined coal. Provides many more story hooks.https://twitter.com/NerdKing52/status/1182323143828017157 …
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3/ "entire sessions without combat" - something I'm thinking about a lot re the Aristillus RPG I'm working on.https://twitter.com/upstatefederlst/status/1182323725787631616 …
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4/ So you maybe get a Dune "Guild Navigator" political system. Dwarves can move trade goods, crops, and armies. Humans resent this, scheme against it. Elves hate rail lines through forests ... LOTS of interesting stuff here.https://twitter.com/NerdKing52/status/1182323954607968257 …
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Have I ever ranted here about fantasy settings with High Medieval technology and culture and NO GUNS. Not even the most basic muzzle-loading cannon?
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In many ways traditional D&D campaigns are much more fantasy frontier/Western stories than fantasy medieval stories. And the frontier was defined by the railroad. In sense, D&D already has railroads, they’re just permanently offscreen.
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Snowpiercer dungeon crawl
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No reason you couldn’t run a high efficiency steam engine on burning hands spells. Which brings up something I’ve always pondered about fantasy settings. There’s no real reason for them to be medieval given magic and clerical powers can pretty much replace all modern tech.
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Infection? Ultra-rare unless you have no access to even a low-level cleric. Clean water, sources of electricity, etc. Crop blight? Call your local Druid.
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I've done river-boat campaigns, which is basically the same narrative structure and limitations. They can be fun, but you can go entire sessions without combat. So you have to have the right group that's OK with that.
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