Reading what I've written I realized there was a problem: Everything is much too generic. Yeah, I think my rules of magic and the story itself are interesting and original, but unless I shake Skein up mightily, I am in danger of creating yet another interchangeable Euro-centric costume piece
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I was trained as an anthropologist, and for me, it's not necessary for a fantasy to copy a definite culture to be believable. I just want all the parts to work together logically, with characters who think appropriately given the religious, political, and cultural milieu. For example, I would have no trouble if your culture was based on Mesoamerica yet had a wheel-IF they had were decent roads through relatively flat land. To keep the geography the same and yet have wheels would throw me out of the story.
I think perhaps the best reason to base a world on one specific human culture rather than mixing several cultures is that you don't have to start from scratch. You learn from reading up on the culture what constraints it has and how the culture solved them. You don't have to guess as you would if you mixed several cultures together or set a culture in a different climate zone.
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