Great post-JGB.
jgbrowning said:
We know how many people are required to run a roughly european feudal/medievalesque society. We know what densities were common, and how those densities support the necessary division of labor that is required to support the continuation of the medievalesque society. I think they're good starting points when discussing how magic could change things.
joe b.
See now, I totally agree with your motives here, and I think they're fun to hash around, but I got some questions.
One thing I could not determine from the Khorvaire thread, is how we know how many people are needed to support a medieval society? Or at least how we know that in terms of an indiscriminate calculation of population density.
I mean running down a straight density calculation for the whole of Khorvaire makes about as much sense as running down that calculation for pre-Columbian North America and pronouncing that the Meso-American civilizations couldn't have existed, like the poor bumblebee who cannot fly, because the density was too low
This isn't even a question I have in terms of records or methods of counting. This is a question I have with regard to a period that saw a tremendous population increase over the course of its history and yet maintained fairly similar societies throughout.
Now, I'm not trying to be too much of a cultural relativist here, but I would say that a fair amount of that is inherent in gaming, simulationism, and many forms of societal analysis.
But even if you got down which population figure from which year you wanted to base your society on, I gotta ask how you can know that the figure from that year is necessary for that society.
I mean, in the Khorvaire thread, people were often using pre-plague 14th century Europe as the standard, but I know a lot of people who would argue , both well and with authority, that society had far too many people and that things perked up when the density went down.
And that sort of thing makes me question the whole issue.
But, onto tangents,
jgbrowning said:
Agree. However, i think magic tends to increase population as opposed to decreasing it. Know what I mean? Magic is an additive bonus to population through things such as plant growth, communication, and potential labor power. Magic doesn't reduce population except when used as most D&D magic is used: in combat (with a few exceptions of course like disease and plant reduction type spells).
joe b.
Here I have to disagree simply because I disagree with your core assumptions rather than your analysis. I mean the fantasy helps or hurts argument is a whole other thing. But...
Much of the population analysis I've looked at recently, and granted it's a heady, strange, and divisive topic, seems to see these as supplements or accidents to the primary cause of population growth, value.
I mean look at Malthus, classic, but the underlying solution he sees to inhibiting population growth is to cause people to marry later. And the way you do that is to make having kids and getting married a poorer idea for how to live your life or far too expensive for young people to do.
And I just don't see magic as something that really puts that much value into population expansion. In fact, I would argue that magic, like sufficiently advanced technology (

) retards population growth, and may even stabilize or decline it.
I mean, magic increases individual productivity, yes? So plant growth makes it easier for one farmer to produce more food with less labor, yes? And should give him a pretty impressive competitive edge over his neighbor, we assume.
Now, why would said farmer need to have kids? Traditionally kids are a very effecient way to increase the productivity of individual farms. With magic coming along, they aren't such a clear advantage. In fact they force the farmer to work harder to afford the magic to raise the kids as well as to farm, and they may also add in nasty education expenses if they kids want to compete in the magic market directly. Something the farmer won't see much benefit from given the course of intellectual capital dependent societies.
And they are a clear disadvantage in the other aspect of child raising, and that is that population growth grants you the benefits of culture growth.
But your culture is dependent on magic more than it is on amount of land cultivated or population. And while that magic does require land and children it also requires an amazing investment of further arcane capital to get that land and those children into a position where they can actively support the magical infrastructure that the culture depends on.
And then if you do manage to get a kid who is a priest who can support another few dozen kids who are farmers. You, as a farmer, have just created a tremendous competition pressure from other farmers who can suddenly produce a heck of a lot more than they need.
So, in the long run, magic, once it becomes an infrastructure cost, discourages population growth. Simply by the effect that it allows for denser urban populations it discourages it.
Not to mention, most fantasy societies have reliable contraceptives, strong rights, and strong economic incentives for non-household labor for women.
And I'm fairly certain that magic encourages that too.
On another point:
No culture that is aware of the next culture over ever leaves uncontrolled land between them unless it is a case of mutual consent.
Look at the European Colonial empires. Or the treaty between Spain and Portugal. If you know you can get to the next guy over you establish a border between you both. Unless you think you can get away with ignoring the next culture over, and then you establish a boundary with the next culture over from that.
Look at India and Pakistan fighting over a glacier. If there was anywhere you shouldn't need a boundary because there's no reason any population would be concerned with it. It's that, yet people do live there precisely because the two nations need an arbitrary boundary to be determined.
Now my world:
I have no idea what the population density is. And neither does anyone else.
The world is largely unexplored by everyone and that's they way I intends to keeps it for everyone.
There is lots of empty space and there are lots of different lifestyles for people to choose from. Plus gods, spirits, ghosts, people, elementals, and Fae tend to screw things up. Different places different densities.