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General Tabletop Discussion
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Simulationist Question on PoL
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<blockquote data-quote="Irda Ranger" data-source="post: 4141648" data-attributes="member: 1003"><p><a href="http://www.enworld.org/showpost.php?p=3958623&postcount=9" target="_blank">Here</a> is a post by me on the subject of food production in a POL context.</p><p></p><p><span style="color: DarkOrange">Trade</span>: Trade is light, but not non-existent. The D&D world in Worlds & Monsters has vagrant Halflings tribes (on rivers, coastal waterways, etc.) and Dragonborn mercenary troops that merchants can hitch a ride with. I get the feeling that the woods and paths are dangerous to lone travelers and small groups, but it would take a pretty serious monster to take one 50+ Dragonborn fighters. Most of the results on the Wandering Monster Table would steer clear of that and look for an easier mark.</p><p></p><p><span style="color: DarkOrange">Wood, Stone, Etc.</span>: These are all local materials. They're subject to the same rules as the food source discussion. </p><p></p><p>The really hard part of any POL setting is any type of material which requires a great deal of trade to make itself (not something that can be made locally and then traded). Complicated structures such as castles and mills need a lot of parts and specialized materials - it's unlikely you'd be able to get them all locally. Most locals would probably adapt their defenses and structures to use as many local materials as possible.</p><p></p><p>Lastly, there's nothing wrong with a greenhouse growing veggies under a mage-sun. It's a magical world. The real simulationist would <em>expect </em>the locals to use every resource at their disposal, including magic. He would find it odd if they didn't.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4141648, member: 1003"] [URL=http://www.enworld.org/showpost.php?p=3958623&postcount=9]Here[/URL] is a post by me on the subject of food production in a POL context. [COLOR=DarkOrange]Trade[/COLOR]: Trade is light, but not non-existent. The D&D world in Worlds & Monsters has vagrant Halflings tribes (on rivers, coastal waterways, etc.) and Dragonborn mercenary troops that merchants can hitch a ride with. I get the feeling that the woods and paths are dangerous to lone travelers and small groups, but it would take a pretty serious monster to take one 50+ Dragonborn fighters. Most of the results on the Wandering Monster Table would steer clear of that and look for an easier mark. [COLOR=DarkOrange]Wood, Stone, Etc.[/COLOR]: These are all local materials. They're subject to the same rules as the food source discussion. The really hard part of any POL setting is any type of material which requires a great deal of trade to make itself (not something that can be made locally and then traded). Complicated structures such as castles and mills need a lot of parts and specialized materials - it's unlikely you'd be able to get them all locally. Most locals would probably adapt their defenses and structures to use as many local materials as possible. Lastly, there's nothing wrong with a greenhouse growing veggies under a mage-sun. It's a magical world. The real simulationist would [I]expect [/I]the locals to use every resource at their disposal, including magic. He would find it odd if they didn't. [/QUOTE]
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