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<blockquote data-quote="Irda Ranger" data-source="post: 3960973" data-attributes="member: 1003"><p>Zurai, I am sure your campaign and players will benefit from your strong conception of what is appropriate and average, but I think you have mistaken <strong>a</strong> correct (and internally consistent) model for <strong>the</strong> correct (and internally consistent) model. I'm going to disagree in particular with what you think the correct average population of a settlement should be, since that is highly dependent on so many factors that there can be no "average." In fact population seems to follow a power law "long tail / high spike" distribution which is defined by a lack of average and no variance.</p><p></p><p>And that's based on "pure emulation" before we even get to "changes I've made because it makes the game more fun."</p><p></p><p></p><p>Correct about real-world Medieval settlement patterns. Before we get to "because it's more fun this way" world design, there are some D&D-world ("DDW") only facts which will change how D&D-settlement patterns may look:</p><p></p><p>1) DDW has a <em>much</em> longer history than RW. Although firearms have not been developed, DDW farmers may have inherited advanced techniques or carefully bred germ lines that boost farming productivity from RW-medieval levels. </p><p>2) Magic; it changes everything. The spells, gods and magic items in the PHB and DMG is a mere sub-set of what the world has to offer. It's the list of "things useful to adventurers" and does not include magical plows and forge-hammers, rituals to cure blight, restore nutrients to the soil or relieve drought, alchemical processes to substitute one resource for another or keep meat unspoilt for months at a time, etc.</p><p>3) Farming may not a year-round thing in DDW, allowing farmers to gear up in the off-season and go on "cave clearing missions" <em>en masse</em> every now and then. Seeing how a longsword and chainmail shirt will often survive its owner the "used kit" market may allow every farmer and his mum to have a full kit in the attic for the January "orc hunt."</p><p></p><p>These factors can change the farmer/non-farmer ratios. So, what's possible for a RW-medieval settlement and a DDW settlement do not have to be the same.</p><p></p><p></p><p>To keep the conversation fresh though, <u>I have a question</u>:</p><p></p><p>How do you square this with the Halfling and Dragonborn fluff? If the entire Halfling society consists of traveling caravan groups, and Dragonborn was all always-traveling mercenaries, then presumably they have a decent collection of knowledge on where to go and the safe ways to get there? Do they horde this information and not share it with people?</p><p></p><p>I still think that, as presented, POL has more to do with the lack of man-power to control the Wilds between settlements, not about a lack of information. I certainly did not mean to infer from my posts that every square inch of forest between one town and the next was chock full o' monsters, but rather that the <em>possibility </em>of monsters/bandits/cultists exists at all points beyond a certain "point of light's" borders. 200+ strong groups of armed Dragonborn are just too much trouble for most of them to bother with, and presumably human merchants pay a fee to travel in their company.</p><p></p><p>Honestly I'm not sure how the Halflings get through regularly, but honestly an "empty darkness" doesn't make any sense to me. I mean, how many merchants have to come through and say "There are no monsters on the road" before the people start believing them? I can't imagine its really that many.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 3960973, member: 1003"] Zurai, I am sure your campaign and players will benefit from your strong conception of what is appropriate and average, but I think you have mistaken [B]a[/B] correct (and internally consistent) model for [B]the[/B] correct (and internally consistent) model. I'm going to disagree in particular with what you think the correct average population of a settlement should be, since that is highly dependent on so many factors that there can be no "average." In fact population seems to follow a power law "long tail / high spike" distribution which is defined by a lack of average and no variance. And that's based on "pure emulation" before we even get to "changes I've made because it makes the game more fun." Correct about real-world Medieval settlement patterns. Before we get to "because it's more fun this way" world design, there are some D&D-world ("DDW") only facts which will change how D&D-settlement patterns may look: 1) DDW has a [I]much[/I] longer history than RW. Although firearms have not been developed, DDW farmers may have inherited advanced techniques or carefully bred germ lines that boost farming productivity from RW-medieval levels. 2) Magic; it changes everything. The spells, gods and magic items in the PHB and DMG is a mere sub-set of what the world has to offer. It's the list of "things useful to adventurers" and does not include magical plows and forge-hammers, rituals to cure blight, restore nutrients to the soil or relieve drought, alchemical processes to substitute one resource for another or keep meat unspoilt for months at a time, etc. 3) Farming may not a year-round thing in DDW, allowing farmers to gear up in the off-season and go on "cave clearing missions" [I]en masse[/I] every now and then. Seeing how a longsword and chainmail shirt will often survive its owner the "used kit" market may allow every farmer and his mum to have a full kit in the attic for the January "orc hunt." These factors can change the farmer/non-farmer ratios. So, what's possible for a RW-medieval settlement and a DDW settlement do not have to be the same. To keep the conversation fresh though, [U]I have a question[/U]: How do you square this with the Halfling and Dragonborn fluff? If the entire Halfling society consists of traveling caravan groups, and Dragonborn was all always-traveling mercenaries, then presumably they have a decent collection of knowledge on where to go and the safe ways to get there? Do they horde this information and not share it with people? I still think that, as presented, POL has more to do with the lack of man-power to control the Wilds between settlements, not about a lack of information. I certainly did not mean to infer from my posts that every square inch of forest between one town and the next was chock full o' monsters, but rather that the [I]possibility [/I]of monsters/bandits/cultists exists at all points beyond a certain "point of light's" borders. 200+ strong groups of armed Dragonborn are just too much trouble for most of them to bother with, and presumably human merchants pay a fee to travel in their company. Honestly I'm not sure how the Halflings get through regularly, but honestly an "empty darkness" doesn't make any sense to me. I mean, how many merchants have to come through and say "There are no monsters on the road" before the people start believing them? I can't imagine its really that many. [/QUOTE]
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