Primal said:
I don't know if anyone else feels the same way, but to me this "Rite of Passage"-thing seems a bit odd in a 'Points of Light'-setting. If the NPCs are supposed to be inherently weaker than the PCs and the wilderness is a-crawl with dangerous creatures, why would the people of a small village -- whose very existence is threatened by those creatures -- deliberately risk the lives of their young generation? It's not as if they're suffering from any sort of overpopulation, hey?
I also have a problem with the degree of altruism apparently expected from the PCs, because the Alignment Rules in 4E seem to suggest that *most* PCs should be 'Unaligned' (Neutral). Why would you risk your neck for your fellow man? Just because you're a PC? Just because you're somehow (mechanically) "More Heroic" than your neighbours -- or even your own father? This also calls to question that if the PCs are supposed to represent the "other end of the spectrum" (i.e. the "better" part of the gene pool) -- how realistic is it that there are 4-6 such individuals born to "Non-Heroic" parents in a small village of 200 people or so?
Although I agree that in a small "protomedieval" community people would stick together, it feels a bit of a stretch to assume that *every* PC (especially if you're 'Unaligned') would want to help the community out of pure altruism. My players (who would jump at the chance to play 'Unaligned' characters) would probably tell me that "Oh come on, you can come up with something better... so what if the grumpy old farmer Graelmer's sheep are afflicted with weird mutations?".
Being familiar with the unity and community structure of rural villages, I actually feel very strongly that the allegiances of the villagers are going to lie primarily with their community, and those who are in it for themselves will probably be quickly noticed and either corrected or ostracised. Of course, PCs aren't normal people with normal motivations, being controlled by players, and all. Given that this is the case, it makes no sense to question the believability of the social situation. If the players aren't going to make characters who fit the background, then they've already broken the ice for suspension of disbelief.
Besides, in this case, the hook isn't "do it for the village" except in the case of the hypothetical cleric who gets handed an ancient ritual and a hatful of responsibility. But that was presented as a roleplaying hook, in which the cleric may or may not want to be straight up about what he really wants to do in the ruins. The others think they're spending the night out by the old haunted crevasse (being youngsters, they're unaware of its true nature), and are either coaxed in by the cleric, or by some curious activity going on in one of the caves...
edit: I also wanted to express my distaste for anyone who uses alignment as a reason to avoid participating in the plot, especially in the first adventure, and especially in a game that doesn't even really have alignment anymore! That is not a believability issue. That is an issue concerning combative players. There's a certain amount of "playing along" that goes along with dumping the responsibility for the plot onto the DM. If a player is not willing to play along, perhaps he should be playing a single-player game.
And pray tell me -- if the 'Points of Light'-concept is as "narrow" as the Dragon and Dungeon articles seem to indicate (i.e. small settlements surrounded by the Darkness) it seems a bit unlikely that your PCs could actually purchase weapons and armour in Greenbrier, for example. Trade appears to be almost non-existent and why would anyone work as a Weaponsmith or Armorer in a 'PoL' village?
Because it's friggin' dangerous out there, and if someone in the village knows how to use a sword, they'd better damn well have one. Not that it is likely that you'll be able to
buy a sword in Podunk Village #12, but your starting wealth indicates net worth, which includes a sword that you earned from the local smith in trade for whatever it is you're good at. Or from your uncle. Or from your temple. However, somewhere down the road is a city, and in a city there will be places to buy decent weapons once you've earned enough loot and gained enough XP that the starting area is starting to feel small and poor.
I don't see any great task in justifying how the PCs got their gear. Simple weapons are easy enough to make or buy from a blacksmith, and more complex weapons probably represent some special circumstance. Owning a sword might just be what makes your character a PC, rather than just another NPC who ends up being a turnip farmer rather than a rogue.