Thunderfoot said:
Yes, but what does that have to do with travelling through wilderness. Hunting expeditions usually are limited in time and have a place of return for re-supply.
Um, no. A friend of mine's cousin, just takes a fire making tool, a machete, a canteen, and a rifle in the woods of Georgia and disappears for months. He calls it a vacation. Yeah, he explores new places and travels a lot he can be found in Texas to Georgia to Maine. Then again, he is one of the last Georgian wild men and a survivalist.
Thunderfoot said:
When treking into the unknown with no known resupply posts and no known "safe harbors" it makes sence to prepare for anything. As hard as is it for modern folks to understand this, I point to the Arctic, Antarctic and mountian expeditions of the 19th and early 20th c.; these folks took boatloads of crap (sometimes literally boatloads) because they didn't know where theor next meal was coming from. Of course this is hyperbole, but then so are most of the examples being offered in defence, I am sure the truth lies in the middle somewhere.
Spoken like a low level character. If you are talking about a high level character, you just haven't really read your spells. If you are a high level character, just teleport home and get what you need. Mules are a low level thing. Mules slow you down because you are casting fly or the like.
Especially when you "have two days to stop the ritual from summoning that demon lord to this plane." Mules don't cut it. I bet you don't run very harsh time trials.
Thunderfoot said:
Nothing, and if it works you, that's cool.
It does very well. I like being filthy rich. Then you hunt or fight a bandit or role play and then enchant again with the "extra XP." I bet people will notice and copy that and decide become rich to.
Thunderfoot said:
I can see where you are going with this, however, I don't have the typical hamlet seperated by miles of space in the middle of nowhere with the big flashing neon sign that says, "Monsters, eat here!" I run my world a little closer to 'real' in that when people build, they do so in groups, large ones, for protection.
I have walled hamlets with watchtowers and the survivors start to get higher and higher levels. There is usually a human population pressure to expand (except after wars and plagues), as it was historically.
I call monster incursions "population overflows." It happens in real life you know, and happens quite often. This happens for many reasons, poor weather (they move to better hunting grounds) or good weather (population boom) and they begin migrations. My monsters are not imbred and incursions are common and usually for the same land the humans and demi-humans want. The adventurers are first of many and only become Legendary after level 11 ish (as per Legend Lore, read the spell), otherwise they are just one of the unwashed masses. My monsters are common-ish and not imbred. I like to have a healthy breeding pool in my game. How about you?
Thunderfoot said:
Cities are actually a central metropolis surrounded by tens of farming communities within spitting distance of each other. (Medieval Europe) Sure the odd person build away from everyone elese, and when the monster eat them there is noone left to scream. That's where those ruins come from in the middle of nowhere.
In my world ruins are cities that failed to defend itself against population overflows or other reasons. Odd persons making ruins? Sometimes.
Thunderfoot said:
BTW, at least you are being civil about this, I appreciate it, if nothing else we can come to a point to agree to disagree. I like spirited debate, however some people are not so lucky. Thanks.
Your welcome, and thank you. I like civil spirited debate as well.