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<blockquote data-quote="D+1" data-source="post: 1716412" data-attributes="member: 13654"><p>Well, we <em>don't</em> have a huge problem providing for our populations as a rule. Look at what living at "poverty level" generally really means in a country like the US. You have housing, food, TV, telephone, etc. and a spectacular ability to improve your lot in life. It's quite easy to show that government assistance is often counter-productive in trying to eliminate the remaining stigma and tribulations of poverty by encouraging dependancy - but that's another thread.</p><p></p><p>The D&D world is arguably little different. Where you have an active, beneficial but nonetheless even minimal caste of clergy you easily combat injury, disease, and so forth just as modern medicine, modern farming practices, etc. do IRL. That's actually part of the problem. We generally WANT to see our D&D worlds as pseudo-medieval or at least pre-renaissance, but examining the "logical" consequences of D&D rules tends to suggest that these real-world stages of development have been easily surpassed.</p><p></p><p>Personally, my approach is largely handwaving it. Although my D&D worlds could and even SHOULD be more advanced the various factors that would contribute to major advances in areas such as political theory, agriculture, economics, higher education, etc. simply have not yet done so - but they very well COULD and even MIGHT as the campaign unfolds. I think it makes for a more exciting, dynamic campaign world when it is perpetually on the cusp of great leaps forward even as it teeters on the brink of collapse.</p></blockquote><p></p>
[QUOTE="D+1, post: 1716412, member: 13654"] Well, we [i]don't[/i] have a huge problem providing for our populations as a rule. Look at what living at "poverty level" generally really means in a country like the US. You have housing, food, TV, telephone, etc. and a spectacular ability to improve your lot in life. It's quite easy to show that government assistance is often counter-productive in trying to eliminate the remaining stigma and tribulations of poverty by encouraging dependancy - but that's another thread. The D&D world is arguably little different. Where you have an active, beneficial but nonetheless even minimal caste of clergy you easily combat injury, disease, and so forth just as modern medicine, modern farming practices, etc. do IRL. That's actually part of the problem. We generally WANT to see our D&D worlds as pseudo-medieval or at least pre-renaissance, but examining the "logical" consequences of D&D rules tends to suggest that these real-world stages of development have been easily surpassed. Personally, my approach is largely handwaving it. Although my D&D worlds could and even SHOULD be more advanced the various factors that would contribute to major advances in areas such as political theory, agriculture, economics, higher education, etc. simply have not yet done so - but they very well COULD and even MIGHT as the campaign unfolds. I think it makes for a more exciting, dynamic campaign world when it is perpetually on the cusp of great leaps forward even as it teeters on the brink of collapse. [/QUOTE]
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