evildmguy said:
The OP needs to consider:
OP? That's a term I haven't heard. Oh..."original poster."
-Genetics. Does he care about this? If so, there will be a higher number of genetically hereditary diseases. This means that if a disease hits that one is susceptible to, many will be hit by it.
Nah, because this is not a sci-fi world I won't worry about genetics.
-Magic, both clerical and arcane. How do these help? How much do these play out?
I think I really need to figure out exactly how many men and women, plus how many spellcasters capable of healing there were. And, seemingly, I should have more people than 100. Because I want to end up with a kingdom after a span, and enough time to forget most of their old earth customs and religions, I think I ought to set the initial population at 200, and increase the span of time on their new realm to 500 years. These 200 people are exiles, magically transported to another reality by the magic of an enemy.
Yes, if the OP wanted to bring in a higher cleric, as this is a special case, that is up to him.
The entire initital community were spellcasters, although not all of them capable of healing magic. Most were elementalist types, closer to druids in religion. Some of them would have been priests of the celtic gods. Say 10% of them. Most of them were men...uh, oh...if even 20% of them (if I assume 200 people now) were women, there still wouldn't be more than twenty at first. Better than one I suppose, or we would have a problem tanamount to the smurfs (but no mushroom huts).
Further, I think Cure Disease is by individual, so if a group catch something, a lot of them will die before a cleric can get to them all.
I agree with that.
-Gods - Do the gods stop disease and make them healthy and fine for a couple of generations? Do they slow them down? Do they do anything?
The celtic gods do protect these new arrivals on thier new plane to some small extent, but uphold a sort of "hands off" approach to appease the other pantheons of Earth.
-Other "normal" factors. Immigration, emigration, war, disease and other factors that affect the population as a whole, or the birth and death rates.
There are no other humans in the new realm, only fantasy races and monsters. Some half-breeds are possible. No real emigration since the land becomes more real only as it's explored (kinda like in the shadow realms outside castle Amber from the Nine Princes in Amber book by Roger Zelanzy)
-The most important, imo, - The needs of the campaign. What do you need, as the DM, for this adventure? What are you trying to set up? What are your future needs? If you want two or three cities spread out, then you will use the reasons given for a high growth rate at the beginning which slowed down later. If you want the one town two hundred years later, whatever number you pick will have been a small growth rate.
One city with a population of 25,000 or above and three towns of 8,000 or so. I was trying to work my way backward to see how long ago I could make the founding of the kingdom, when the first people were sent to that land in exile.
btw, this is experience talking. I started my own world very similar to how you started yours. I took cities, though, and moved them from one world to another as a "do over." I then figured each population, as I was planning my long term campaign (over 2400 years), I let the numbers talk. BAD IDEA, I found out. It would have been better for me to choose what I needed for the story at each point, rather than use some calculator to figure things out for me.
I like the calculators to get somewhere in the ballpark, but this excercise has proven that population growth can create radically different outcomes depending on what factors you feed into it. Fun to talk about though.
