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<blockquote data-quote="hamishspence" data-source="post: 4150676" data-attributes="member: 41555"><p><strong>Points of light as a network</strong></p><p></p><p>If world was colour coded according to threat level, the safest places should be the bright "points of light" with darker lines between them (roads, rivers, etc) and very dark areas between lines (monster territory)</p><p></p><p>Just cos kingdom holds together, in the sense that central city exerts some political control over outlying villages, does not mean that the kingdom is monster free. I get the impression that the concept is drawing from Baldur's gate type games: the monsters are around, but not constantly attacking the city walls.</p><p></p><p>similarly, most FR novels suggest that the further you go from villages, the more likely you are to run into trouble.</p><p></p><p>also, it could be that communities tend to be smallish: a person up a tall tower in a town should be able to see the edge of the point of light, the danger zones should be within a day's riding distance. Very traditional: Warhammer's Bretonnia (last edition) seemed very points of light-ish: there are monsters out there, and it is the presence of the knights (equivalent of D&D PCs) that keep them in check.</p><p></p><p>A POL can shrink a lot at night, or only apply on the surface. You could have monster-ridden sewers, a la Baldur's Gate, without having to worry about them on the surface. Or have villagers stay indoors at night, wary of howling beasties.</p></blockquote><p></p>
[QUOTE="hamishspence, post: 4150676, member: 41555"] [b]Points of light as a network[/b] If world was colour coded according to threat level, the safest places should be the bright "points of light" with darker lines between them (roads, rivers, etc) and very dark areas between lines (monster territory) Just cos kingdom holds together, in the sense that central city exerts some political control over outlying villages, does not mean that the kingdom is monster free. I get the impression that the concept is drawing from Baldur's gate type games: the monsters are around, but not constantly attacking the city walls. similarly, most FR novels suggest that the further you go from villages, the more likely you are to run into trouble. also, it could be that communities tend to be smallish: a person up a tall tower in a town should be able to see the edge of the point of light, the danger zones should be within a day's riding distance. Very traditional: Warhammer's Bretonnia (last edition) seemed very points of light-ish: there are monsters out there, and it is the presence of the knights (equivalent of D&D PCs) that keep them in check. A POL can shrink a lot at night, or only apply on the surface. You could have monster-ridden sewers, a la Baldur's Gate, without having to worry about them on the surface. Or have villagers stay indoors at night, wary of howling beasties. [/QUOTE]
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