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The default campaign world - new article
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<blockquote data-quote="WayneLigon" data-source="post: 3740686" data-attributes="member: 3649"><p>I think the 'points of light' default setting has been a large part of D&D since the very beginning, as far as assumptions that people make about at least a large part of most campaign worlds. Outside of sight of a major city, 'law' as we think of it might as well not exist, and what will save that poor village beset by bandits? Not the fat king who sits admiring his latest harem addition, not the corrupt captain of the guard, but you guys. You few, you happy few, you band of brothers.</p><p></p><p>For people who say D&D is like a superhero game.. in this sense it is. Cops handle muggers, carjackers and people who play their music too loud. Batman handles the Joker and the Penquin because the cops <em>can't</em>. Mr. 1st level Warrior (or, I bet in 4E, minion-level) isn't paid enough to take on Drakun the Eldrich, the mad necromancer that holds the city in a grip of fear. Your heroes are the ones to deal with him.</p><p></p><p>I've done this type of scenario in full, in fact. In Arcana Unearthed, the human kingdoms told the giants 'Thank you but we'll govern ourselves'. So the giants pulled back into their own lands. Within 20 years, there were effectively no human 'kingdoms' left because of the multi-way wars they fought. Just city states. A day's ride from the city was fine. After that, one player described it as a fantasy post-apocalyptic setting. You'd see ogres, trolls, walking undead, etc. There was virtually no trade or communication between the city states except for a couple of guarded roads, and that was <em>it</em>.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 3740686, member: 3649"] I think the 'points of light' default setting has been a large part of D&D since the very beginning, as far as assumptions that people make about at least a large part of most campaign worlds. Outside of sight of a major city, 'law' as we think of it might as well not exist, and what will save that poor village beset by bandits? Not the fat king who sits admiring his latest harem addition, not the corrupt captain of the guard, but you guys. You few, you happy few, you band of brothers. For people who say D&D is like a superhero game.. in this sense it is. Cops handle muggers, carjackers and people who play their music too loud. Batman handles the Joker and the Penquin because the cops [I]can't[/I]. Mr. 1st level Warrior (or, I bet in 4E, minion-level) isn't paid enough to take on Drakun the Eldrich, the mad necromancer that holds the city in a grip of fear. Your heroes are the ones to deal with him. I've done this type of scenario in full, in fact. In Arcana Unearthed, the human kingdoms told the giants 'Thank you but we'll govern ourselves'. So the giants pulled back into their own lands. Within 20 years, there were effectively no human 'kingdoms' left because of the multi-way wars they fought. Just city states. A day's ride from the city was fine. After that, one player described it as a fantasy post-apocalyptic setting. You'd see ogres, trolls, walking undead, etc. There was virtually no trade or communication between the city states except for a couple of guarded roads, and that was [I]it[/I]. [/QUOTE]
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