Postby woollygooseuk » Sat Dec 10, 2011 7:22 pm
All of which rather brings us back to the TL2 peasant as the overwhelming basis for the economy. A few minutes in "Arcane Tech" reveals that, "In many communities, farm workers must carry water to the fields in buckets hung on wooden poles slung across their shoulders. Some have the luxury of beast-drawn carts filled with barrels that can be driven around the field and water dipped out where needed. Fertilization may be provided by dung or by ferrying seaweed up from the coast to the fields, where it must be spread out and turned every few days. Seeding is usually done by hand, with one worker moving ahead and spearing a hole with a pointed stick and children following and dropping seeds into the hole. These in turn may be just ahead of a third worker charged with pouring water on the seeds and covering the hole with dirt."
"Limited strip mining, in which hundreds of peasants scrape away a top layer of soil to bare the riches beneath, is most common. … Picks and shovels are most often used, with some few gouging implements employed … "
"… all peasant dwellings have one thing in common: they are invariably made of the most ordinary, least costly indigenous material available… serfs live in adobe hovels, drafty log cabins, piled unmortared stone houses, and igloos. Roofs often consist of thatch laid down across the top and held in place by ropes with stones attached…"
This is quite clearly not 1950s agriculture (at least not 1950s USA/Western Europe)
My point, Angelman, is that it is just too easy for any of us to quote canon and then for some other smart arse to highlight another section of canon that explicitly contradicts the first quote. Which is kind of the point Tadeus made in his opening post.
I'm coming over as really negative. I do get hugely frustrated by some aspects of FS but I'm not here to be a troll. FWIW I personally think that, taken as a whole, FS canon describes an 'average' tech level broadly akin to WW1. Most people work in agriculture, where the horse & cart are still the principal means of power/transport. Electricity (and its associated equipment) are fairly common in cities, but still rare in the countryside. The average soldier carries a slug-throwing rifle, but there are still plenty of bow & spear-armed 'natives' in less developed parts of the world. A significant proportion of urban workers live in appalling poverty and smog-shrouded slums. You get the idea.
That, to some extent, is the easy bit - Angelman would add a few decades to the average, Darthgus would take (quite) a few off - each to their own. My passionate frustration, however, arises from my conviction that there is a really intriguing and challenging game in there somewhere, if only the implications of the setting are followed through - and if the game is to be more than a simple mash-up of AD&D with rocketships, blasters and energy shields. Personally, I've come to focus on the Church and the Privilege of Martyrs as the key elements. This has recently chrystalized further after finding my old copy of Bruce Quarries 'Fantasy Wargaming' and reading Diarmaid MacCulloch's 'A History of Christianity'. Anybody can (physically) use tech, but it is a sin and the Pancreator (and Hell) is real. I have more work to do on Quarrie's system, but in essence the GM keeps track of sins committed and visits damnation or salvation on the PCs appropriately. The 'answer' to these sins is penance and/or masses conducted by or on behalf of the sinner. Nobles and well-to-do Guilders can use tech because they can afford to pay a priest(s) to say the masses afterwards. Your average freeman is going to need to think much more carefully about the fate of his/her soul before using that cool bit of kit. As an aside this also neatly deals with the price of weapons and ammunition. The 1000%+ profit margin 'in order to to keep weapons out of the hands of undesirables' is utterly indefensible tosh (and a rant for anther day). Add to the reasonable economic cost of a weapon the price of a mass every time you use it, however, and the _effective_ price of the weapon mounts up pretty quickly. In my view all this gives PCs real decisions to make and the Church a genuine a role in, and control over, society (and a huge income), all essential FS.
As an aside, using tech around suspicious peasants should be an issue for your PCs IMHO. By all means let a player Chargen a cyber-freak not-SpaceMarine, but if he/she isn't facing a lynch mob every other session you're not really playing FS. And there I think lies the nub of the challenge for the writers of FS, and to some extent the corner into which the game has painted itself. All this consequences/morality/responsibility stuff is what makes FS not-just-another-Sci-Fi-RPG, but at the same time it is explicitly the kind real-world c**p that many players are getting away from when they game. And for that, I concede, I have no suggestions for writers needing to appeal to a tough games-buying market.