Generating Towns in rough places...

Oh me!

Vaxalon said:
The higher-level folks protect them (Edit by Khur: "Them" refers to 1st-level commoners and experts)from the odd monster attack.
From what, the rats? :p "Cops got better things to do than get killed…."

All seriousness aside, take into consideration the central area of a town (the part usually described in an adventure). Do all of the commoners (Com1) live there? Nope. They live on farms that surround the town. Do the guards and militia watch over Jeb's particular farm day and night? Nope.

Monsters don't attack on a schedule that lets high-levels appear in the right place at the right time, despite the serendipity of many adventure designs. Monsters' knowledge of powerful characters may prevent them from rampaging. Still, it's hard to believe that the frost giants living in this or that mountain range don't rule everything nearby by proxy. FR tried to deal with this in the "The Concerns of the Mighty" sidebar, showing that the mighty can't always protect the weak.

I will admit that this can indicate the further one gets away from town, the tougher the commoners. Further, the monsters have to get through the outer homesteads to get to the inner ones. Kinda like eating crabs.

The encounter charts are for heroes on an adventure, one supposes, but why do the laws of the universe change for them? Take the encounter chance for sitting still and lower it to 1/10 its normal value. There's still a decent chance that Jeb runs into something terrible every once and a while (like monthly or more). Nobody's there to protect him, and if he gets eaten, that's indicative sharp population decline. With all the nasty stuff in dangerous areas, how do even the tough commoners survive?

Gaio Macareg said:
It's pretty much a perfect analogy for living in The North: You can't leave. If you try, you're certain to be killed before you arrive anywhere safer.
I don't agree with this. Caravans and groups can make it just about anywhere. Monster attacks are not assured, despite the random encounter tables. But, then again, the average peasant didn't leave his hometown.

FYI, I like D&D and much of its simplicity and the fact that I can tinker with it and succeed. I'm trying to make MY world different, not anybody else's. I don't believe that our world is full of many 1st-level adults, much less a fantasy world.

:D
 

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Hmmm, I think I'm going to write up an algorithm that would (hopefully) generate a superior population distribution (on account of both age and experience).

It means abandoning entirely the model presented in the DMG. Of course, I might as well figre 'good riddance'.
 

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