Gaming
 

Technology vs Nature

From Neverend

Magic is the alteration of the laws of reality. Technology is the use of the laws of reality. There may be a conflict with the two, as the presence of magic may cause unpredictable results to technology, causing it to pause, stop functioning, fluctuate wildly, spark or explode.

Magicians would be incompatible with cybernetics, and cyborgs would be incompatible with learning spells. It is possible, but the results will be very chaotic and wild. A cyborg mage would have wild uncontrollable arcs of magic energy rather than controlled spells by a normal mage.

Nature may also have an aversion to technology. A nature based creature may reject cybernetics, and cybernetics may function poorly with nature spells or abilities. For example, a shapeshifter turning into an animal or a plant would damage or destroy any cybernetics, and a cyborg would be partially disabled if it tried to use shapeshifting or nature abilities.

A martial artist who meditates and gather chi energy may also have a negative effect on electronics, destroying any cybernetic implants.

Technology is adversive to magic, nature, and natural chi energy. Combining them results in damage to the user, and chaotic results. The only way to combine the two is to suppress them with something.

For example, Wolverine would have serious infection and blood loss with his claws. His healing factor helps prevent this side effect. Cable is hindered by his techno-organic virus in his arm, and without it he would be a much more powerful telekinetic.

Someone who tries to be a cyborg mage, cyborg martial artist, or cyborg druid would need some control mechanism to suppress any side effects and reactions. This means the player can be both tech and something else, but is being suppressed or hindered, making them a bit weaker. They must train extra hard to reach an acceptable level of prowess, due to the side effect suppressor in place.

Someone who tries to "live with" their side effect will have chaotic attacks and effects, such as lightning arcs, which may hit friend and foe. These characters would be better off solo, as they can be a hazard to others.

Even regular cybernetics may cause problems with organic creatures and races, without proper meds and inhibitors. A wolf would be in pain if it had a cybernetic implant, and might even die, unless it had a seratonin or adrenal implant that countered side effects. Thus cybernetics makes an organism weaker at first, and must adapt and train to overcome that weak period to get back to normal.

NPCs will react to situations based on familiarity. Fantasy inhabitants are familiar with nature and magic, while metro cities are familiar with technology. They are less familiar vice versa.

As towns see and experience more magic or other miracles, they become more familiar and have less adverse reactions. Towns that do not experience these events will be unfamiliar, and react in surprise, fear, and shock.

While a realm town will be on the magic side of familiarity, and futuristic town will be on the technological side of familiarity, introducing magic to a futuristic town or technology to a realm town will be the most unfamiliar end of the spectrum.

Some inhabitants may act in complete fear and panic, retreating or attacking, or calling guards. This is true especially of more puritan towns.

Now, if enough magic is used in a hub town, or eough technology is used in a realm town, the town will be familiar enough to deem the actions normal. This takes a long, long time and usually requires the majority of inhabitants to perform these actions commonly, or have these actions performed by external forces.

If you bring an AK-47 to a small hamlet, at first they will be shocked and scared. After a year of using it in plain site, they'll get used to it. The same applies to using magic every day in a city.