Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
PoL & population density
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JohnSnow" data-source="post: 3962683" data-attributes="member: 32164"><p>I understand what you're saying, and I think people are reading a little too much danger into what the WotC designers have said about "points of light." The whole point is that the settled and safe areas are few and far-between <em>compared to the wilderness between them</em>.</p><p></p><p>Primarily, I think people are getting caught up on "points" as opposed to "blobs." Not to put too fine a "point" on it, but a "blob of light" is just a somewhat larger point.</p><p></p><p>I think that the points of light conceit is a way to explain WHY, with all the magic and late medieval technology available in a D&D setting, we're still looking at basically medieval settlement patterns. Given the age of most D&D worlds, without that darkness, most settings would have advanced past renaissance type civilization a long time ago. Worlds like <em>Eberron</em> would be the standard, not the exception.</p><p></p><p>In order to correct that, the assumption is that the generic D&D world is dangerous enough that kingdoms like Galifar do not long endure. Empires rise...and fall. Cities can fall into ruin, monsters, plague or famine can wipe out a village that was there last season.</p><p></p><p>It's not exactly rocket science, but it IS something that probably does need to be pointed out to 21st century humans, most of whom have never lived on a farm, gone hunting, or really had to cope with nature much. In other words, most D&D players have no real concept of the world in which our characters live. The sheer controversy of the "points of light" conceit is the biggest proof of this.</p><p></p><p>Think of iron age, (both pre- and post-Roman Empire) and early medieval (the so-called "dark ages") Europe, or bronze age Greece. In a D&D world, many of those other ethnic groups are actually other races.</p><p></p><p>This world can be pretty dangerous without being totally a death sentence. If there was a mere 10 percent chance of death, most people wouldn't risk it. However, for those who do, there's the potential for huge reward. Consider that during the age of exploration, many missions ended in death. Even successful expeditions might lose half their members. But the rewards for those who survived were substantial enough that people were willing to take the risk.</p><p></p><p>That's how merchant caravans work in a "points of light" world. It's reasonably high-risk, but probably worth the payoff.</p><p></p><p>People today are just too used to "safe." Our risk is so managed, most of us can't conceive that people might be willing to do something that had a 5, 10, 20, or even 50 percent risk of death. Of course, that's still not certain. It would keep the stay-at-home types (like most modern people) at home. But for those willing to accept a little risk? It's far from a death sentence.</p><p></p><p>And THAT is where "Points of Light" comes from. It's just sensible people acting sensibly in the face of a risky world.</p><p></p><p>Of course, adventurers <em>aren't</em> sensible.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 3962683, member: 32164"] I understand what you're saying, and I think people are reading a little too much danger into what the WotC designers have said about "points of light." The whole point is that the settled and safe areas are few and far-between [i]compared to the wilderness between them[/i]. Primarily, I think people are getting caught up on "points" as opposed to "blobs." Not to put too fine a "point" on it, but a "blob of light" is just a somewhat larger point. I think that the points of light conceit is a way to explain WHY, with all the magic and late medieval technology available in a D&D setting, we're still looking at basically medieval settlement patterns. Given the age of most D&D worlds, without that darkness, most settings would have advanced past renaissance type civilization a long time ago. Worlds like [i]Eberron[/i] would be the standard, not the exception. In order to correct that, the assumption is that the generic D&D world is dangerous enough that kingdoms like Galifar do not long endure. Empires rise...and fall. Cities can fall into ruin, monsters, plague or famine can wipe out a village that was there last season. It's not exactly rocket science, but it IS something that probably does need to be pointed out to 21st century humans, most of whom have never lived on a farm, gone hunting, or really had to cope with nature much. In other words, most D&D players have no real concept of the world in which our characters live. The sheer controversy of the "points of light" conceit is the biggest proof of this. Think of iron age, (both pre- and post-Roman Empire) and early medieval (the so-called "dark ages") Europe, or bronze age Greece. In a D&D world, many of those other ethnic groups are actually other races. This world can be pretty dangerous without being totally a death sentence. If there was a mere 10 percent chance of death, most people wouldn't risk it. However, for those who do, there's the potential for huge reward. Consider that during the age of exploration, many missions ended in death. Even successful expeditions might lose half their members. But the rewards for those who survived were substantial enough that people were willing to take the risk. That's how merchant caravans work in a "points of light" world. It's reasonably high-risk, but probably worth the payoff. People today are just too used to "safe." Our risk is so managed, most of us can't conceive that people might be willing to do something that had a 5, 10, 20, or even 50 percent risk of death. Of course, that's still not certain. It would keep the stay-at-home types (like most modern people) at home. But for those willing to accept a little risk? It's far from a death sentence. And THAT is where "Points of Light" comes from. It's just sensible people acting sensibly in the face of a risky world. Of course, adventurers [i]aren't[/i] sensible. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
PoL & population density
Top