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How to handle adventuring loot outside of a strong economy?
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<blockquote data-quote="Lackofname" data-source="post: 8128656" data-attributes="member: 87598"><p>The Starter Area (The place where they land) that is currently walled off from the rest of the continent, is peaceful. The tribes there have a compact, are united in a sense of maintaining a vigilant watch on the wall separating them from the interior. For the most part the only real threat are your crocodiles in the river, your undead boogeyman that steals the breath of those that wander off the path--lone predators that you should be able to avoid if you are cautious. The local Nature Spirits (spirit of a big river, etc) are de-facto feudal lords that trade worship for tangible benefits, and part of that includes Encouraging those nasties to stay out of the spirit's territory. All that, plus a lot of "don't do this, don't do that" taboos keeps everyone safe from all that bad stuff buried out there.</p><p></p><p>In short, if you don't have any reason to fight you don't have much need for awesome barbarians and super druids. When you're safe if you stay in your lane, the status quo becomes stagnant but balanced, and it's been like that a while.</p><p></p><p>Which is ripe for some foreigners who don't know any better to stumble right through and smash that stability.</p><p></p><p><em>With all of that said, </em>the wall separating the Starter Zone from the rest of the continent is about 30 miles from the coast. Things on the other side are night and day; large numbers of war-like humanoids, nasty spellcasters, possibly even cities, etc. Had the foreigners landed in the middle of <em>that</em>, events would have been brutal. It's only the Starter Zone, left in isolation, was allowed to become peaceful and stagnant, which lets the colony have time to get a solid foothold.</p><p></p><p>That way there's an obvious "Here be dangerous higher level threats" while having a strong in-game reason for a relatively benign low-level zone.</p><p></p><p></p><p>Yes, it's <em>supposed</em> to not look good. The situation is intentionally exploitative. The PCs are allied with an organization that is going to put the locals at a disadvantage--but not in an overtly mustache-twirling evil way. That's not a nice thing. What are the PCs going to do about it?</p><p></p><p>The foreigners (especially the PCs) are going around stirring up ancient evil despite the locals' warnings. That doesn't look good either.</p><p></p><p>I'm starting to feel like you're intentionally trying to poke holes in my campaign.</p><p></p><p>Motivating the PCs to interact with the locals isn't a worry I have.</p></blockquote><p></p>
[QUOTE="Lackofname, post: 8128656, member: 87598"] The Starter Area (The place where they land) that is currently walled off from the rest of the continent, is peaceful. The tribes there have a compact, are united in a sense of maintaining a vigilant watch on the wall separating them from the interior. For the most part the only real threat are your crocodiles in the river, your undead boogeyman that steals the breath of those that wander off the path--lone predators that you should be able to avoid if you are cautious. The local Nature Spirits (spirit of a big river, etc) are de-facto feudal lords that trade worship for tangible benefits, and part of that includes Encouraging those nasties to stay out of the spirit's territory. All that, plus a lot of "don't do this, don't do that" taboos keeps everyone safe from all that bad stuff buried out there. In short, if you don't have any reason to fight you don't have much need for awesome barbarians and super druids. When you're safe if you stay in your lane, the status quo becomes stagnant but balanced, and it's been like that a while. Which is ripe for some foreigners who don't know any better to stumble right through and smash that stability. [I]With all of that said, [/I]the wall separating the Starter Zone from the rest of the continent is about 30 miles from the coast. Things on the other side are night and day; large numbers of war-like humanoids, nasty spellcasters, possibly even cities, etc. Had the foreigners landed in the middle of [I]that[/I], events would have been brutal. It's only the Starter Zone, left in isolation, was allowed to become peaceful and stagnant, which lets the colony have time to get a solid foothold. That way there's an obvious "Here be dangerous higher level threats" while having a strong in-game reason for a relatively benign low-level zone. Yes, it's [I]supposed[/I] to not look good. The situation is intentionally exploitative. The PCs are allied with an organization that is going to put the locals at a disadvantage--but not in an overtly mustache-twirling evil way. That's not a nice thing. What are the PCs going to do about it? The foreigners (especially the PCs) are going around stirring up ancient evil despite the locals' warnings. That doesn't look good either. I'm starting to feel like you're intentionally trying to poke holes in my campaign. Motivating the PCs to interact with the locals isn't a worry I have. [/QUOTE]
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