pemerton said:
Obviously we disagree. I think the world is very cleverly thought out - the only other D&D world I know that goes to anything like this much trouble to integrate world and classic D&D gameplay with someting better than alignment is Arcane Unearthed (Eberron might also, but I don't know it well enough and how far it really goes in ditching alignment). But I think PoL is cleverer.
You keep using words like clever for this.
It is not especially clever at all. There have been a lot of points of light campaigns and for simplicity purposes, ones where the good races get along.
Points of Light is a very old RPG concept. Many of the original mid 70s to early 80s campaign settings were PoL. Sure, 4E appears to be putting a heavy "all races kumbuya" spin on it, but that is not really very clever. It is a metagaming concept that flies in the face of plausibility.
pemerton said:
Now I agree with you that in Runequest or The Dying Earth that would be boring. But in (what I am calling) classic D&D it is a plus. Strange towns are places where you go to rest. Adventures happen out in the darkness (unless you actually look for trouble in the safe places: W&M sidebar p 20).
Why can't strange (or even non-strange) towns be a place for adventure?
pemerton said:
As for Elven perception, I assume they are talking or signalling to their friends. What do we do about corner cases (eg a Doppelganger or Wererat has infiltrated the party)? We handle it when it arises - they probably get the Elf benefit (they see the signals or hear the whisper) but don't get the Bard benefit (because they see what their foes are being roused to).
I find alll of this nearly as mechanically straightforward as alignment, and a lot better within the context of the gameworld.
Actually, until it is given a rationale, it's not straightforward at all. In other words, a new rule just because it is a new rule. Crunch with no fluff. And, not necessarily intuitive crunch. For example, does the Elf give the bonus if he is unconscious? Until the specifics are actually explained, it is merely a new rule with no "better" about it than any other old or new rule.
I think we need all of the data before we can support this particular rule as a good rule.
Mustrum_Ridcully said:
Other travellers are still welcome, because they still offer trade and show there are some other PoLs out.
Why? Humans do not act that way in the real world. Why would they in a PoL world? Are they not really supposed to be human with human motivations?
Rome attacked and conquered the Barbarians. Ditto for most (not all, but most) ancient real world civilizations. They had city states. They cooperated mostly with their own city states and warred on neighboring city states.
Trade comes with enlightenment and safety. A safe and secure community is willing to trade and cooperate. A threatened community would be more apt to shoot first and ask questions later.
A PoL world is not a safe world. Trade should be minimal. Foreigners should be distrusted (especially Tieflings). The 4E PoL is not a clever concept. On the contrary, it's illogical. People trust when they are given a reason to trust. So far, nothing that has been written on the new 4E PoL setting indicates a reason for trust (at least based on what has been written here and in other threads that I have read).
Seriously, this is no different than 1E through 3E economic systems. They were terrible because those designers didn't know anything about real world economics.