HeavenShallBurn said:
Curious here no more, but how do you define Point of Light. What I mean is what boundaries do you hold settlements to within when working in that style?
The
average settlement shouldn't be much larger than maybe 1500 people, and there should be no major contact with other settlements. Knowing that there's another town a week's travel in XYZ direction is fine, but there shouldn't be any well-traveled roads between the two. Again, that's an
average settlement; there can be "kingdoms" that consist of a decent-sized city connected to several outlying farming villages, but that "kingdom" shouldn't patrol more than maybe 2 days from the "capital".
About the Blobs of Light, it doesn't go from POL to BOL without the ability of a settlement to project power beyond their individual boundaries or to cover a large area compared to the darkness surrounding them. I think this is tied back to level demographics in our settings. <snip several paragraphs of very nice explanation>
Yes, I can see how that can work. My only issue there is that it makes the PCs less "special" if the baseline character is effectively a level 3-4 character. It's almost like the Forgotten Realms, where every other bartender is a retired 9th level fighter with a +3 keen greatsword behind the bar. Not as extreme as FR can get, but it gives me that same "what's a PC then?" kind of feel. I
personally would have more trouble enjoying a campaign framed like that, and I'm fairly certain WotC is aiming for Commoner 1 (or Non Heroic 1, in SW Saga Edition terms) as their baseline. However, if a high-powered campaign like that works for you, so be it.
I'm not sure how it changes the matter under discussion, however. All you've done is introduced a scaling factor to both sides of the equation; the result is still the same. Even with Joe Schmoe Commoner being a 3rd level fighter, you still have the same ratio of darkness to light. You've increased the brightness of the light, but you've increased the "darkness" of the dark as well. The end result is identical, you just use bigger numbers to get there. Even with your example, there's still a point where you have to have blobs of light to have tenable civilizations.
Anyway, that's really beside the point. It doesn't matter that there's some upper end where PoL are forced to become BoL or be extinguished, logically speaking. What matters is that you have fun with the framework, and there's no logic required for that.