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did you ever run a scene in your games where a nation held more by tradition and refusing to innovate loses to a nation that advanced to new technology and laws and started to conquer it's neighbors?

overall just a war scene the players can pick sides or stay neutral and not get killed
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Knowing which side will win is metagaming and you should have to roll a wisdom check or you declare firearms to be a fad that will never take off.
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>>96573515
>overall just a war scene the players can pick sides or stay neutral and not get killed
Tried that, they somehow managed to antagonize both sides of the conflict and the third party that was intervening to de-escalate the hostilities.
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>>96573563
Just becase more advanced army starts to conquer weaker one doesn't mean they actually win in the end. Will of the people, knowledge of the land, and ability to seek allies or material support against the aggressor can turn the tide of war.
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No, that just sounds like a lame attempt to use your position as GM to air your political opinions.
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>>96573771
>96573771
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>>96573515
How about you?
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>>96573515
>did you ever run a scene
Only when I worked on my novels or vignettes; never for my games.

>where a nation held more by tradition and refusing to innovate loses to a nation that advanced to new technology and laws and started to conquer it's neighbors
Never.
If I were to put such a thing in a game, I'd design the game around short runs, if not one-shots. I prefer adventuring games with slow burn progression, so it isn't likely I'd make something like this.
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>>96573515
Such societies aren't realistic at all. There are no technology societies versus stern traditionalist societies. Even the Taliban and Amazonian natives love techbology just as much as firsties do.
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>>96573918
>his games don't have scenes
How does anything happen?

>>96574042
Modern technology is designed to dissolve willpower just by looking at it, so this isn't a fair comparison. Many societies in the past were very slow to adapt to new technologies regardless of how beneficial. The most famous example being pre-industrial Japan.
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>>96574158
Early modern Japanese were so traditional they fully embraced Portugese rifles in between first and second Portugese visit to the country. Before the end of Sengoku there were more guns in Japan than in Europe. During the same first contact they also embraced cannons, bread, fried fish and meat, clocks just on top of my head. The Meiji westernization would have happened 300 years earlier if Nobunaga had won. Tokugawa Shogunate forcefully kept the country isolated and Buddhist in order to keep their regime in power. That's why they got oneshot by a Matthew C. Perry like the Sultanate of Zanzibar.
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>>96573771
What political opinions? Having better technology gives you an advantage?
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>>96574158
>How does anything happen?
Through the mechanics, which have been written in advance, that I have chosen to use for the game I decided to play, that won't change during the course of gameplay, and won't change over the course of the campaign.
The exploration maps are generated randomly room by room, according to codified tables, as the party progresses through them; there is no "uhhh you have to flounder for a supposed solution to a supposed riddle to guess what I'm thinking until your progression suits the story".
The random generation also includes monsters, various foes and allies, objects, etc., all according to tables based upon the map's biome; there is no "uhhh this is a special case cuz I thought it fit the story better".
Completed maps are represented as zones on a larger zone map, and will remain in the same proximity as they are first placed throughout the entire campaign; there won't be any "uhhh my story doesn't account for a return trip".
What characters can do and their costs, effects, and conditions are consistent based on options chosen when they were created through the character creation mechanics, there is no "uhhh you have to wait for me to decide a chest contains a weapon you need for your character to properly contribute to the team, because it would be better for the story".
The characters' attributes and skills evolve according to those choices, afforded through completing challenges defined through the mechanics, not through "well that was a tough fight but it wasn't plot relevant so fuck you, you don't level up".

There are no scenes for my games, and never will be.
I rewrote what I didn't like so I could have a game, not so I could listen to some failed novelist go on and on about his story he wants his table to beta read.
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>>96574222
We don't allow anti-amish sentiment at my table
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>>96573515
>did you ever run a scene in your games where a nation held more by tradition and refusing to innovate loses to a nation that advanced to new technology and laws and started to conquer it's neighbors?
No
>overall just a war scene the players can pick sides or stay neutral and not get killed
No, the sides the players are on have been pretty clear long before shit went down
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>>96574042
>Such societies aren't realistic at all.
Tsarist Russia?
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>>96574158
Commerce would usually mediate fluent exchange of knowledge and technology, only regions in mandated isolation (by geological barriers or their governing authority) could develop significat gap.
And even technology that can't be made locally could be imported in large enough quantities to become widespread.
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>>96576082
/u/
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>>96573515
I mean, with magic it's all up in the air.
You may have your new 'fire sticks', but the King shedding his blood in a thousand-year-old ritual calls down the Water Dragon's wrath to nuke entire armies.
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>>96574158
>The most famous example being pre-industrial Japan
ah yes the country that snorted gunpowder like cocaine, if that's your most prominent example then you're argument has shakier legs than you think



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