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New Dungeoncraft: The Dungeons of Greenbrier Chasm
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<blockquote data-quote="JohnSnow" data-source="post: 4059007" data-attributes="member: 32164"><p>Emphasis mine.</p><p></p><p>The problem here isn't actually that you have a player who thinks this hook is illogical. The problem is that YOU think this hook is illogical. So fine, don't use it. There are plenty of perfectly logical explanations for this hook, except that you have arbitrarily decided that they don't fit with YOUR conception of how the Points of Light setting works.</p><p></p><p> </p><p></p><p>I've said it before, and I'll say it again. People are reading WAY too much into the Points of Light concept. For longtime players, it's so intuitive at the base level that when you call it out (as they're doing in 4E), people start seeing a much darker setting. They don't understand that the entire idea is to evoke the Greek City States as portrayed in the Heroic Sagas, Iron Age Ireland, and dark ages Europe (especially as it's presented in Arthurian and Carolingian myth). Those are all good examples of settings that roughly follow "Points of Light."</p><p></p><p>Consider some of the quotes you highlighted:</p><p></p><p><strong>"Civilized folk live in small, isolated points of light scattered across a big, dark, dangerous world...Most of the world is monster-haunted wilderness. The centers of civilization are few and far between..."</strong></p><p></p><p>The Grecian City States, like Athens and Sparta were miles apart. They warred with each other, and the notion of a nation of "Greece" was almost non-existent. And the greeks believed, and <em>behaved as if</em>, the world was monster-haunted wilderness. Wandering in the wilderness was something sensible people just didn't do.</p><p></p><p><strong>"...if you stray from them you quickly find yourself immersed in goblin-infested forests, haunted barrowfields, desolate hills and marshes, and monster-hunted badlands...Roads are often closed by bandits, marauders such as goblins or gnolls, or hungry monsters such as griffons or dragons."</strong></p><p></p><p>In pre-modern Europe, they believed that dark things lived in the woods. They knew the woods hid bandits and the like, and they <em>believed</em> they hid faeries, trolls, giants and worse things. Smart people just didn't go into the woods. If you had to travel, you stuck to well-traveled roads.</p><p></p><p>Even during Elizabethan times (the late Renaissance!), merchants were referred to as "Merchant <em>Adventurers</em>" because traveling to other parts of the world was <em>dangerous</em>. Most people didn't make it back. But the rewards were considered worth the risk.</p><p></p><p><strong>"Since towns and villages do not stay in close contact, it’s easy for all sorts of evils to befall a settlement without anyone noticing for a long time...Many small settlements and strongholds are founded, flourish for a time, and then fall into darkness."</strong></p><p></p><p>Think of the American Old West, another classic "Points of Light" setting. If there's a corrupt sheriff in town, or a powerful cattle baron who's throwing his weight around, who is there to stand up to him?</p><p></p><p>The classic example I can give is the situation that faced the Earp brothers in Tombstone Arizona. There was no law to speak of, and even when there eventually was, it sided with the cowboys. Now, we can argue all day about who was "right" in that case, but the townspeople pretty much had to settle it on their own. The U.S. Cavalry, although it existed, wasn't about to ride into town and take care of things.</p><p></p><p>It happened in medieval times too, where the powerful oppressed the weak. And we tell folk tales about men who stood up for the people when nobody else would. Thus are legends born - men like Hereward, Fulke, Robin Hood, William Wallace and Rob Roy.</p><p></p><p>And do I even need to mention the number of Old West ghost towns lost to bad economics, or Indian attacks? Or the Medieval settlements that were abandoned after the plague hit? And that's in less than a century. Remember that in a world as ancient as the D&D one, "for a time" could be 200 years - just shy of the lifespan of the United States.</p><p></p><p>And those are examples of the "Points of Light" concept applying fairly well even when a large and powerful nation state DID exist.</p><p></p><p><strong>"The common folk of the world look upon the wild lands with dread. Few people are widely traveled — even the most ambitious merchant is careful to stick to better-known roads. The lands between towns or homesteads are wide and empty...It might be safe enough within a day’s ride of a city or an hour’s walk of a village, but go beyond that and you are taking your life into your hands. People are scared of what might be waiting in the old forest or beyond the barren hills at the far end of the valley, because whatever is out there is most likely hungry and hostile. Striking off into untraveled lands is something only heroes and adventurers do."</strong></p><p></p><p>But in a pre-modern society, that's all true. The common folk do look on the wild lands with dread. Maybe the PCs come from one of the few communities where they still keep the old ways. Maybe that explains why they're "different."</p><p></p><p>Going off to face danger is something people often do as part of a coming of age ceremony. In Africa, there are "monsters" (or near enough) in the wilderness in the forms of predatory animals, like Lions. Certain tribal societies require boys to face a lion before he's considered a man.</p><p></p><p>In Celtic-Age Ireland, the first "test" of manhood often came when a boy went on a hunt. You might think it's unusual to put life at risk that way, but in pre-modern societies, life is ALWAYS at risk. And it's not just your life, but the life of everyone in your village, that depends on your ability to contribute. If you can't hunt or farm, you can't feed yourself. So you'd better be able to do SOMETHING that benefits others, or they have no reason to make sure you have enough to eat.</p><p></p><p>The weak aren't needed by any society. To modern sensibilities, the infant mortality rate in pre-modern times was stupefying. Even small children were considered "expendable," as they could be easily <em>replaced.</em> Until you were able to work, you were considered a liability. In England, for example, when people took baths, the father and his working-age sons bathed first. The mother and her working-age daughters went next, followed by the non-working children in descending order of age. The youngest bathed LAST. By the time they got to the babies, the water was often so filthy that you could lose a child in it, hence the expression "don't throw the baby out with the bathwater."</p><p></p><p>In a society like that, you need to find out if someone is a liability or an asset. If you can't take care yourself, you're no good to <em>anyone.</em> And it's much better to discover that before the rest of the village has to care for the family you leave behind. </p><p></p><p>So how's that for the "logic" behind a coming-of-age ceremony in a Points of Light setting?</p><p></p><p>Just remember: "Points of Light" doesn't mean you WILL get killed and/or eaten by something horrible if you leave the safety of your village, it just means there's a serious risk of that happening.</p><p></p><p>How serious that risk is should be up to the DM. If you want super-dark, it's near-certain. But even 1 chance in 10 would be enough to stop most people. And 1 chance in 2?</p><p></p><p>Put it in modern terms. Would you go skydiving if there was a 10 to 50 percent chance your chute wouldn't open? I thought not.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 4059007, member: 32164"] Emphasis mine. The problem here isn't actually that you have a player who thinks this hook is illogical. The problem is that YOU think this hook is illogical. So fine, don't use it. There are plenty of perfectly logical explanations for this hook, except that you have arbitrarily decided that they don't fit with YOUR conception of how the Points of Light setting works. I've said it before, and I'll say it again. People are reading WAY too much into the Points of Light concept. For longtime players, it's so intuitive at the base level that when you call it out (as they're doing in 4E), people start seeing a much darker setting. They don't understand that the entire idea is to evoke the Greek City States as portrayed in the Heroic Sagas, Iron Age Ireland, and dark ages Europe (especially as it's presented in Arthurian and Carolingian myth). Those are all good examples of settings that roughly follow "Points of Light." Consider some of the quotes you highlighted: [b]"Civilized folk live in small, isolated points of light scattered across a big, dark, dangerous world...Most of the world is monster-haunted wilderness. The centers of civilization are few and far between..."[/b] The Grecian City States, like Athens and Sparta were miles apart. They warred with each other, and the notion of a nation of "Greece" was almost non-existent. And the greeks believed, and [i]behaved as if[/i], the world was monster-haunted wilderness. Wandering in the wilderness was something sensible people just didn't do. [b]"...if you stray from them you quickly find yourself immersed in goblin-infested forests, haunted barrowfields, desolate hills and marshes, and monster-hunted badlands...Roads are often closed by bandits, marauders such as goblins or gnolls, or hungry monsters such as griffons or dragons."[/b] In pre-modern Europe, they believed that dark things lived in the woods. They knew the woods hid bandits and the like, and they [i]believed[/i] they hid faeries, trolls, giants and worse things. Smart people just didn't go into the woods. If you had to travel, you stuck to well-traveled roads. Even during Elizabethan times (the late Renaissance!), merchants were referred to as "Merchant [i]Adventurers[/i]" because traveling to other parts of the world was [i]dangerous[/i]. Most people didn't make it back. But the rewards were considered worth the risk. [b]"Since towns and villages do not stay in close contact, it’s easy for all sorts of evils to befall a settlement without anyone noticing for a long time...Many small settlements and strongholds are founded, flourish for a time, and then fall into darkness."[/b] Think of the American Old West, another classic "Points of Light" setting. If there's a corrupt sheriff in town, or a powerful cattle baron who's throwing his weight around, who is there to stand up to him? The classic example I can give is the situation that faced the Earp brothers in Tombstone Arizona. There was no law to speak of, and even when there eventually was, it sided with the cowboys. Now, we can argue all day about who was "right" in that case, but the townspeople pretty much had to settle it on their own. The U.S. Cavalry, although it existed, wasn't about to ride into town and take care of things. It happened in medieval times too, where the powerful oppressed the weak. And we tell folk tales about men who stood up for the people when nobody else would. Thus are legends born - men like Hereward, Fulke, Robin Hood, William Wallace and Rob Roy. And do I even need to mention the number of Old West ghost towns lost to bad economics, or Indian attacks? Or the Medieval settlements that were abandoned after the plague hit? And that's in less than a century. Remember that in a world as ancient as the D&D one, "for a time" could be 200 years - just shy of the lifespan of the United States. And those are examples of the "Points of Light" concept applying fairly well even when a large and powerful nation state DID exist. [B]"The common folk of the world look upon the wild lands with dread. Few people are widely traveled — even the most ambitious merchant is careful to stick to better-known roads. The lands between towns or homesteads are wide and empty...It might be safe enough within a day’s ride of a city or an hour’s walk of a village, but go beyond that and you are taking your life into your hands. People are scared of what might be waiting in the old forest or beyond the barren hills at the far end of the valley, because whatever is out there is most likely hungry and hostile. Striking off into untraveled lands is something only heroes and adventurers do."[/B] But in a pre-modern society, that's all true. The common folk do look on the wild lands with dread. Maybe the PCs come from one of the few communities where they still keep the old ways. Maybe that explains why they're "different." Going off to face danger is something people often do as part of a coming of age ceremony. In Africa, there are "monsters" (or near enough) in the wilderness in the forms of predatory animals, like Lions. Certain tribal societies require boys to face a lion before he's considered a man. In Celtic-Age Ireland, the first "test" of manhood often came when a boy went on a hunt. You might think it's unusual to put life at risk that way, but in pre-modern societies, life is ALWAYS at risk. And it's not just your life, but the life of everyone in your village, that depends on your ability to contribute. If you can't hunt or farm, you can't feed yourself. So you'd better be able to do SOMETHING that benefits others, or they have no reason to make sure you have enough to eat. The weak aren't needed by any society. To modern sensibilities, the infant mortality rate in pre-modern times was stupefying. Even small children were considered "expendable," as they could be easily [i]replaced.[/i] Until you were able to work, you were considered a liability. In England, for example, when people took baths, the father and his working-age sons bathed first. The mother and her working-age daughters went next, followed by the non-working children in descending order of age. The youngest bathed LAST. By the time they got to the babies, the water was often so filthy that you could lose a child in it, hence the expression "don't throw the baby out with the bathwater." In a society like that, you need to find out if someone is a liability or an asset. If you can't take care yourself, you're no good to [i]anyone.[/i] And it's much better to discover that before the rest of the village has to care for the family you leave behind. So how's that for the "logic" behind a coming-of-age ceremony in a Points of Light setting? Just remember: "Points of Light" doesn't mean you WILL get killed and/or eaten by something horrible if you leave the safety of your village, it just means there's a serious risk of that happening. How serious that risk is should be up to the DM. If you want super-dark, it's near-certain. But even 1 chance in 10 would be enough to stop most people. And 1 chance in 2? Put it in modern terms. Would you go skydiving if there was a 10 to 50 percent chance your chute wouldn't open? I thought not. [/QUOTE]
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