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General Tabletop Discussion
*Dungeons & Dragons
"Monster density" and wilderness settlements in D&D campaign worlds
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<blockquote data-quote="transtemporal" data-source="post: 6392986" data-attributes="member: 6777693"><p>I have put some thought into this on my campaign worlds. Monsters in my worlds are part of an ecological system with normal animals and other monsters in which they prey on each other as much as they might prey on adventurers or villagers, especially since gatherings of two-legs can be quite dangerous. Its easier to go after something that won't fight back. They certainly don't spawn at the edge of the village, then automatically attack the nearest villager as they would in an MMO.</p><p></p><p>Intelligent monsters are different and I think villages would have trackers and hunters that would watch for signs of these monsters pretty diligently. They'd be watching for your garden variety orcs & goblins but also bigger, nastier things and trying to determine whether they're a threat to the village or not. If they were, they might circle the wagons to show they weren't going to be easy target and encourage the monster to move on. Or if the threat was too dire, they might just abandon the village. In a few rare instances, they might try to kill the monster themselves. </p><p></p><p>In addition, I figured that intelligent evil monsters were at least as focused on their own internal politics, tribal squabbles and intermonster hatreds as they were on the 'good' races. They don't hover around the edges of the map, Middle Earth style, making unlikely alliances with each other (unless they're being driven by a dark power).</p></blockquote><p></p>
[QUOTE="transtemporal, post: 6392986, member: 6777693"] I have put some thought into this on my campaign worlds. Monsters in my worlds are part of an ecological system with normal animals and other monsters in which they prey on each other as much as they might prey on adventurers or villagers, especially since gatherings of two-legs can be quite dangerous. Its easier to go after something that won't fight back. They certainly don't spawn at the edge of the village, then automatically attack the nearest villager as they would in an MMO. Intelligent monsters are different and I think villages would have trackers and hunters that would watch for signs of these monsters pretty diligently. They'd be watching for your garden variety orcs & goblins but also bigger, nastier things and trying to determine whether they're a threat to the village or not. If they were, they might circle the wagons to show they weren't going to be easy target and encourage the monster to move on. Or if the threat was too dire, they might just abandon the village. In a few rare instances, they might try to kill the monster themselves. In addition, I figured that intelligent evil monsters were at least as focused on their own internal politics, tribal squabbles and intermonster hatreds as they were on the 'good' races. They don't hover around the edges of the map, Middle Earth style, making unlikely alliances with each other (unless they're being driven by a dark power). [/QUOTE]
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"Monster density" and wilderness settlements in D&D campaign worlds
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