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[Campaign Idea] "Colonizing" a savage world
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<blockquote data-quote="Evilhalfling" data-source="post: 1574369" data-attributes="member: 16991"><p>Grab bag of assumtions and ramifications. </p><p></p><p>The villages should be between 80 (size for a smal but vialble tribe) </p><p>and 600 (more than this would require more infrastructure than avalible) </p><p>Each home would probably have its own garden and provide most of its own food. In a closed society like this all the major NPC's would be well known. and will need detailing. I would suggest having a highly defensible site for the villages, as random attacks could wipe out the non-combat population quickly. </p><p>Assuming there is much of a non-combat pop. The first generation would be very potent, being mostly adventures. Since in most games female adventures are out numbered 4 to 1 at least the womans lot would not be a happy one. </p><p> Barter system would mostly replace money and it would be difficult to convert expences like item creation. NPC spell casters would not be able to charge cash for magic, but a chicken might be worth a lesser restoration. Nessary spells would be free, as a single disease could be deadly. Raise and Res. would be out of the question of course. Gems would be rare and limited and spells that required specific gems would either be altered or forgotten.</p><p>perhaps it would just be a quest to make any item. You can forget a wide selection of disposable magics like potions & scrolls.</p><p>Permanent magics would be plentiful, but owned by families - and non replaceable. Hmm a world where normal treasure ment nothing, and non-magical metal armor was all melted for tools. Arrows would be converted to stone or bone. Harvesting useful parts of creatures would be more important than coins. </p><p></p><p>I played a in closed society once. It had existed for 4-10? generations and had a mixed population of humans, 1/2 elves, halflings and a few (mostly older) pure elves. There were only about 10 surnames in the village, and we knew all the families by reputaion, as well as the town elders. We went from 1st-3rd before the game broke up. We had mostly town/family adventures and were just starting to find traces of a world outside the valley that we lived in. </p><p>we never found out the real reason it had been cut off. </p><p></p><p>Your idea is intersting but would be a lot of work to convert to a logical society.</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 1574369, member: 16991"] Grab bag of assumtions and ramifications. The villages should be between 80 (size for a smal but vialble tribe) and 600 (more than this would require more infrastructure than avalible) Each home would probably have its own garden and provide most of its own food. In a closed society like this all the major NPC's would be well known. and will need detailing. I would suggest having a highly defensible site for the villages, as random attacks could wipe out the non-combat population quickly. Assuming there is much of a non-combat pop. The first generation would be very potent, being mostly adventures. Since in most games female adventures are out numbered 4 to 1 at least the womans lot would not be a happy one. Barter system would mostly replace money and it would be difficult to convert expences like item creation. NPC spell casters would not be able to charge cash for magic, but a chicken might be worth a lesser restoration. Nessary spells would be free, as a single disease could be deadly. Raise and Res. would be out of the question of course. Gems would be rare and limited and spells that required specific gems would either be altered or forgotten. perhaps it would just be a quest to make any item. You can forget a wide selection of disposable magics like potions & scrolls. Permanent magics would be plentiful, but owned by families - and non replaceable. Hmm a world where normal treasure ment nothing, and non-magical metal armor was all melted for tools. Arrows would be converted to stone or bone. Harvesting useful parts of creatures would be more important than coins. I played a in closed society once. It had existed for 4-10? generations and had a mixed population of humans, 1/2 elves, halflings and a few (mostly older) pure elves. There were only about 10 surnames in the village, and we knew all the families by reputaion, as well as the town elders. We went from 1st-3rd before the game broke up. We had mostly town/family adventures and were just starting to find traces of a world outside the valley that we lived in. we never found out the real reason it had been cut off. Your idea is intersting but would be a lot of work to convert to a logical society. [/QUOTE]
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