Thursday, November 30, 2017

Old Farts Demanding Swords : Points of Light Make For Bad Long Term Campaign Settings




Adventurer-Conqueror-King is an OSR game. It leads us back to the old days where heroes set out to dungeons, and brought back treasure. They used these expeditions to tame the surrounding wilds, bring order to the chaotic, crush evil civilizations, and build order and justice.

Some have called ACKs a ‘Points of light’ setting. It’s not.

Points of Light, the default D&D 4e setting, posits numerous small kingdoms and sparks of normalcy (the points in the points of light) amidst the bleak, chaotic and insensible wasteland. It’s a return to the Dying Earth of Jack Vance, where if you went forty five minutes away from your particular encystment of ‘civilization’ you were liable to come across some sort of brain eating slug monster, or daemon, or dark thing from before that would crush your spirit and render you a motive husk. D&D owes a lot to Jack Vance and this outlook, but the problem with basing your setting on The Dying Earth is that well, it’s a freaking dystopia.

The Dying Earth is a world where people stab one another over who has the fanciest chair, the sun is going out, everybody is a backstabber, there are practically no good people left on the entire planet, and basically things just kind of suck. Dark Souls is cheerier. Dark Souls at least has good people in it.

 I bring this up in our High level discussion because the way a world is structured, determines how high level play is meant to look. The Points of Light setting, notably, and as I touched upon in the last post, is terrified that if anybody can do anything, the players won’t be ‘heroic enough.’

As a result, the only people who have ‘good stuff’ are the bad guys, and the PCs are solely responsible for fixing every damned thing in the entire setting.

Lost puppies? Players.
Orcs? Players.
Demons? Players.
Chaos gods? Players.
Inefficient tax code? Players.
Marriage ring down the well? Players.

The players are the only competent people in a world of benighted super-competent hell barons and ‘normal folk’ who are so normal and folksy it’s a surprise they can breathe without assistance.

All, in the misapprehended belief that if the king can keep his own people safe from orcs, the players would have ‘nothing to do’ or ‘wouldn’t feel special.’

This creates additional problems as the players level up as it never feels like they actually accomplish much. Their legacy will disappear the second they stop playing their characters, and there is always. ALWAYS. A bigger, badder threat and one day they will be worn down and destroyed.

Evil triumphs ultimately, screw you.  

In the short term, they get to lord over the 0-level humans and town guard, at least unless they piss off the DM, at which point the town guard who can’t fight a kobold effectively become hyper competent in taking them down.

The problem here is that the DM or world designer wants so badly for the players to feel important, he makes a world that doesn’t function properly. Nobody exists except for the players. Inns and merchants exist to supply and provision the players. Bad guys exist solely to challenge the players. The afterlife and demons exist only for the players. And there must always be an enemy to challenge the party, so the forces of evil just seem to constantly unlock bigger and bigger guns as the players level up, like some sort of hidden arms race.

And if the players do make solid changes? They have to be undone, or negated, or pushed aside, so the next batch of PCs can feel ‘important’ compared to their PC predecessors.

The motivation to make players feel important and special is good. Evil however works by bending goods to wrong purposes. And so it is here. In such a desire to make the player and his accomplishments meaningful and challenged, they are instead rendered pointless. Nothing fixed can be allowed to stay that way. Meaningful changes to the setting cannot be achieved.

The player’s actions are meaningless beyond the initial thrills of success.

Now, if the players never intend to revisit the setting, or are happy with the sudden flash of success, then this can work, but points of light settings never work as recurring campaign settings, or they stop being points of light.

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