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Month Index: November, 1994
From: Michael Sandy <mehawk@?????.?????.com> Date: Wed, 2 Nov 94 18:59 PST Subject: Re: Groundlings using spelljammers (fwd)
I never said Spelljammers are invincible! I never said Spelljammers are invincible! I never said Spelljammers are invincible! Look, _sometimes_ the groundling empire that gets control of Spelljammers is going to be an _NPC_ kingdom, not a Munchkin Player Character!!!! You can't warp the world however you want to rob player characters of the profits of their brilliant ideas, but picking on NPC's is silly. What I said was that a kingdom which acquires Spelljammers, especially if they can buy more, will inevitably swallow smaller kingdoms or force said kingdoms to band together. Just like the invention of cannon did away with every small political entity which couldn't afford cannon. As to the teamsters union being pissed, I posted earlier that an increase in load distance luxury trade is likely to promote interest and investment in short distance bulk trade. Remember, the larger political entities that arise from dealing with Spelljammer trade will have an interest in promoting internal trade, canals, barges, roads, etc... Thus, more things are brought to the city, and the Spelljammer can pick and choose the best products, sell them a continent away. Thus, the best products get a continenta wide market, enabling them to expand, in turn expanding the amount that can be shipped. You mention that kingdoms might sponsor saboteurs to destroy a rivals Spelljammer when in port. If you think that then I suppose it would've been rational for British ships to burn French ships which happen to be in German ports, even if they are at peace with Germany, (or even with France!) A spelljammer is expensive, but to equip a legion of 10,000 men, Chain mail and sword costs well over twice that, not including training and hire. A spelljammer can do great things to an occupied city. Think Stalingrad. More importantly, if you have a Spelljammer in your nation, become a religious believer in scouting, relay stations, semaphore stations and the like. Do you know how annoying it would be for raiders to encounter heavy pikemen, _fresh_ pikemen, untired from forced marches, backed by elite archers _everywhere_ along their route? If the city was taken by treachery, or the disloyalty of its citizens, razing it would serve a very Machiavellian purpose. As for you silly statement that one Spelljammer could swamp the market, haven't you just _proved_ how valuable the fleet is? If I can handle _all_ the long distance trade over a continent, I can afford to lower prices. A prosperous country of about a million can drink a lot of tea. And they'll need sugar too! As to barbarians and jiahds not being buyable off, what planet's history are you familiar with? Rome made a great practice of hiring barbarians to fight each other, which lasted for centuries. The tribes only prevailed when they could present a unified front, unified, in fact, by opposition to Rome. Let us think of Crusades which came to grief over money. Well, there was the crusade which took a profitable side trip to sack Constantinople, there were the ones which got bogged down running trade through the lands they conquered instead of 'liberating' Jerusalem. Now, if your goal is to arbitrarily restrict Spelljammers, you are going to have to fiddle with their numbers. As is, a Spelljammer is a single large capital asset which costs comparitively little to maintain. So, change a few things to make it really unpleasant to use for a long priod of time, like permanently draining magical power from the mage who powered it, or frequent _expensive_ rituals required to renew its power. Perhaps the ships' helms decay faster on planet. But unless you fundamentally change the book description of Spelljammers they are going to rapidly change the structure of any groundling society they are introduced to, to the great economic benefit of the Spelljammers. Unless you posit several, powerful, highly motivated, invisible secret societies whose sole purpose is to thwart technology, er, Spelljammers, they will come to dominate long haul trade. Now you can have as many of these completely illogical secret societies as you want, but gamers who like some consistency and logic to the universe you've created will wonder why you have Spelljammers at all in your universe, since you don't like what they do to groundling empires. In an earlier post I commented that an assassination would not change the policy of a kingdom profitting greatly from trade. I meant to say militant expansionist instead of military expansionists, but in some nations the difference between the military and the merchants is so slight as to be negligible. Like the British empire. I'd like to know how you'd think even a huge cult of assassins, oh, lets call them "Thugees" would interfere in the slightest with the policy of a nation making huge profits by exploiting them. Remember what I said about getting the best products from all over the continent? After a few centuries I will probably have the model for the best army in the world, the money to equip it, and the luxuries to support an officer corps. If I control the luxuries I can hire many luxury loving mages, as long as I don't work them too hard. Since a lot of spell components require rare items from distant locations made with rare craftsmenship, I hold all the cards needed to hire them, to their profit and mine. Now, there are a number of practical questions for a groundling nation who is first on the block with a new toy. Does he use it simply to augment his current trading routes, buying through the same agents and, perhaps, keeping secret how exactly he is shipping these goods? This is a good course until the crews are more familiar with ship's handling and aerial navigation. Once you have good maps of the surrounding, oh, 500 miles, then I think you can do some exploring, since you can find your way home from anywhere in that 500 mile radius. First contact missions could be quite sensitve encounters, especially if you must maintain the guise of a seagoing ship. The great Capitols are more likely to have the goods you need, and acquisitive foreign ministers. Setting up trading colonies which assemble stuff you want when you want it while your ship is actually elsewhere, like the European and Muslim trade colonies in India, China, and Japan, may be a sufficient security precaution. You may lose a few colonies to jealous princes, but not so many as to cut off trade, unless they are extremely powerful politically. Of course, the more powerful they are, the better trade prospects in terms of their having things you can sell. The advantage of setting up trade colonies is so that you don't need to tie down the ship for a long time looking for things to buy and sell, you simply unload at the company warehouse, listen to your factor there describe what would sell there, pick up you cargo and head to the next place on your trade route. Also, if the people you meet have nothing else to buy your goods with, you can buy land, and start a plantation of goods you know will sell somewhere. Michael Sandy
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Month Index: November, 1994
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Re: Groundlings using spelljammers (fwd) | Joseph Delisle | |||
| Re: Groundlings using spelljammers (fwd) | Michael Sandy |