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<blockquote data-quote="Kobold Stew" data-source="post: 7164809" data-attributes="member: 23484"><p>Or we can talk about individual satisfaction, and the subjective understanding of comfort. Right?</p><p></p><p>There's a lot of slipping between real-world concerns and game concerns here, that I think should be disentangled.</p><p></p><p>You are confusing being able to survive comfortably and being able to survive without any resources. </p><p>Nor to me, but I am not proficient in Survival. All of these things can be routinely avoided, as you know. </p><p>I'm not sure what you mean in terms of "long-established" in this case, but (for example) the Northwest Coast ethnographic pattern had large kinship groups, non-nomadic lifestyle, that allowed leisure time for art, social hierarchies, intercultural trade, the development of literature, etc., because they had access to a high-yield, highly predictable resource in the salmon; they were hunter-gatherers. </p><p></p><p>Are you sure you want to generalize about "long-established hunter-gather tribes"? The cultural expectations we possess in a world with antibiotics, industrialization, etc., have not been shared by humans for most of history. </p><p></p><p>Where is the person in the game with a profession that lives poor? </p><p>And who is encouraging characters to live in the woods? It's a sidebar, separate from the primary discussion about living in cities. </p><p></p><p>It appears you are here talking in terms of the game, but neither of these circumstances is clear to me.</p><p></p><p></p><p>I think you are making difficulties for yourself here. Do the rules cover every circumstance? No. Do they give a good benchmark so that most games can get by without worrying about this? yes. </p><p></p><p>Most people playing adventurers are not concerned with day-to-day non-adventuring salaries: these rules come up from time to time, but they are not what the game is <strong>about</strong>. If I roll up a sorcerer, I am not hoping he'll get a steady job in a bank, free from risk and with long-term job stability.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 7164809, member: 23484"] Or we can talk about individual satisfaction, and the subjective understanding of comfort. Right? There's a lot of slipping between real-world concerns and game concerns here, that I think should be disentangled. You are confusing being able to survive comfortably and being able to survive without any resources. Nor to me, but I am not proficient in Survival. All of these things can be routinely avoided, as you know. I'm not sure what you mean in terms of "long-established" in this case, but (for example) the Northwest Coast ethnographic pattern had large kinship groups, non-nomadic lifestyle, that allowed leisure time for art, social hierarchies, intercultural trade, the development of literature, etc., because they had access to a high-yield, highly predictable resource in the salmon; they were hunter-gatherers. Are you sure you want to generalize about "long-established hunter-gather tribes"? The cultural expectations we possess in a world with antibiotics, industrialization, etc., have not been shared by humans for most of history. Where is the person in the game with a profession that lives poor? And who is encouraging characters to live in the woods? It's a sidebar, separate from the primary discussion about living in cities. It appears you are here talking in terms of the game, but neither of these circumstances is clear to me. I think you are making difficulties for yourself here. Do the rules cover every circumstance? No. Do they give a good benchmark so that most games can get by without worrying about this? yes. Most people playing adventurers are not concerned with day-to-day non-adventuring salaries: these rules come up from time to time, but they are not what the game is [B]about[/B]. If I roll up a sorcerer, I am not hoping he'll get a steady job in a bank, free from risk and with long-term job stability. [/QUOTE]
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