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The Civilization-Wilderness Gradient

wilderness civilization frontier rural walls enemies danger safety guards monsters

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20 replies to this topic

Poll: The Civilization-Wilderness Gradient in PE (47 member(s) have cast votes)

In terms of development, what kind of gradients are you looking for?

  1. Very sharp, at the town walls. As soon as you step out of the gate, you should be face to face with wilderness. (3 votes [4.69%] - View)

    Percentage of vote: 4.69%

  2. 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. (13 votes [20.31%] - View)

    Percentage of vote: 20.31%

  3. 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. (18 votes [28.12%] - View)

    Percentage of vote: 28.12%

  4. 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. (24 votes [37.50%] - View)

    Percentage of vote: 37.50%

  5. 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. (3 votes [4.69%] - View)

    Percentage of vote: 4.69%

  6. Something else. (3 votes [4.69%] - View)

    Percentage of vote: 4.69%

In terms of safety/danger, what kind of gradients are you looking for?

  1. Very steep, at the town walls. Guards don't leave town, and adventurers who do are swarmed by monsters. (3 votes [5.08%] - View)

    Percentage of vote: 5.08%

  2. 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. (12 votes [20.34%] - View)

    Percentage of vote: 20.34%

  3. 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. (23 votes [38.98%] - View)

    Percentage of vote: 38.98%

  4. Relatively smooth. Guards travel between towns and surrounding villages, but the level of guard presence decreases gradually as you move further from town. (16 votes [27.12%] - View)

    Percentage of vote: 27.12%

  5. 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. (2 votes [3.39%] - View)

    Percentage of vote: 3.39%

  6. Something else. (3 votes [5.08%] - View)

    Percentage of vote: 5.08%

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#21
teknoman2

teknoman2

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depending on the situation, any of the options could apply

a big city is surrounded by farms and small villages so the transition is gradual, however an outpost in the middle of nowhere, has wilderness as soon as you get out of archer range from the walls and maybe even sooner. of course the immediate surroundings of habitable zones should be safe and guarded and depending on the importance of the place maybe even a bit further


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Also tagged with one or more of these keywords: wilderness, civilization, frontier, rural, walls, enemies, danger, safety, guards, monsters

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