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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7380102" data-attributes="member: 82106"><p>Well, TBH, this is one of my beefs with this module, in terms of its suitability as more than just a basic stage for looting action.</p><p></p><p>Its an utterly illogical and pretty much bizarre situation. Here we have this keep, which houses several 100 people IIRC. Now several 100 people need about 96 people worth of full-time farmers, at about 10 acres each, so a good solid 1000 acres of tilled land, which we would assume would need to be pretty much near the castle walls, practically speaking. </p><p></p><p>Yet there's no sign of any agriculture in the area. There's no mill, no barns stuffed full of hay (they would be BIG) etc. Nothing. And there's about 150 tough, vicious, warlike humanoids 2 MILES AWAY in a series of caves. Humanoids who likewise show no signs of having any means of support or filling their bellies (and I can only imagine that humans, dwarves, elves, etc would do nicely). </p><p></p><p>I don't think this situation is stable. I don't think the scenario, as described in the module, would last even 3 days. So its hard to really understand how it all fits together and what the PCs should expect to happen if they do various things. I can't apply ANY sort of 'premise' to anything because it is all so utterly nonsensical to begin with! </p><p></p><p>Now, I'm sure people can post a blizzard of hypothetical explanations and rationalizations and theories. No doubt, but the point is its supposed to be a module, a product that is 'ready to go'. Now, you can simply ignore all that and make sure that all the players contemplate doing is playing 'murder hobo' and killing off the Caves inhabitants while they sit around and do virtually nothing about it. OK, you can do that. It is hard to base any kind of dynamic, evolving plot line on that sort of basis. As a 'beer & pretzels' kind of an exercise, there's nothing lacking in it really, but it should stay there, firmly.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7380102, member: 82106"] Well, TBH, this is one of my beefs with this module, in terms of its suitability as more than just a basic stage for looting action. Its an utterly illogical and pretty much bizarre situation. Here we have this keep, which houses several 100 people IIRC. Now several 100 people need about 96 people worth of full-time farmers, at about 10 acres each, so a good solid 1000 acres of tilled land, which we would assume would need to be pretty much near the castle walls, practically speaking. Yet there's no sign of any agriculture in the area. There's no mill, no barns stuffed full of hay (they would be BIG) etc. Nothing. And there's about 150 tough, vicious, warlike humanoids 2 MILES AWAY in a series of caves. Humanoids who likewise show no signs of having any means of support or filling their bellies (and I can only imagine that humans, dwarves, elves, etc would do nicely). I don't think this situation is stable. I don't think the scenario, as described in the module, would last even 3 days. So its hard to really understand how it all fits together and what the PCs should expect to happen if they do various things. I can't apply ANY sort of 'premise' to anything because it is all so utterly nonsensical to begin with! Now, I'm sure people can post a blizzard of hypothetical explanations and rationalizations and theories. No doubt, but the point is its supposed to be a module, a product that is 'ready to go'. Now, you can simply ignore all that and make sure that all the players contemplate doing is playing 'murder hobo' and killing off the Caves inhabitants while they sit around and do virtually nothing about it. OK, you can do that. It is hard to base any kind of dynamic, evolving plot line on that sort of basis. As a 'beer & pretzels' kind of an exercise, there's nothing lacking in it really, but it should stay there, firmly. [/QUOTE]
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