The Civilization-Wilderness Gradient
The Civilization-Wilderness Gradient in PE
47 members have voted
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1. In terms of development, what kind of gradients are you looking for?
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Very sharp, at the town walls. As soon as you step out of the gate, you should be face to face with wilderness.
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Steep/sharp, but a bit further out. Towns have a hinterland buffer consisting of farmsteads and refugee shantytowns, surrounded by an outer ring of palisades that starkly denotes the wilderness.
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Relatively steep. There should be a few grain fields and/or peasants' hovels/shacks hugging the town's walls, but the transition to wilderness should loom in the distance.
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Relatively smooth. Medium towns should be surrounded by a network of smaller agricultural villages, and the further you venture from town, the less developed the land is.
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Very smooth. The distinction between developed urban areas and rural areas is somewhat artificial and arbitrary, and realistically there shouldn't be any clear dividing line.
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Something else.
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2. In terms of safety/danger, what kind of gradients are you looking for?
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Very steep, at the town walls. Guards don't leave town, and adventurers who do are swarmed by monsters.
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Steep/sharp, but a bit further out. Guards have secured the hinterland surrounding towns, but you leave that obviously defined perimeter at your own peril.
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Relatively steep. There should be a few guards patrolling around the oustide of the town's walls and along main roads, but straying too far is dangerous.
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Relatively smooth. Guards travel between towns and surrounding villages, but the level of guard presence decreases gradually as you move further from town.
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Very smooth. There shouldn't be anywhere that you can feel 100% safe, and there equally shouldn't be anywhere where you have 100% chance of encountering monsters.
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Something else.
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