mdt wrote:
Where do you get a program to run population dynamics simulations on D&D? ...
I'm a programmer, and I know a bit about simulations on computers. They are only as good as the assumptions that go into them, and the accuracy of the data fed into them.
The biggest fallacy in the whole thing is attempting to treat Pathfinder as an accurate simulation of a world that could possibly exist.
It's not. It can't. Pathfinder, like AD&D and D&D before it is a game that was designed to let a small group of players play the part of people who can make a difference in an imaginary world. Do you complain that Monopoly is a poor simulation of an economy? That Risk is a poor simulation of a war? At it's core, these type of discussions are the same thing.
The rules aren't meant to simulate a real economy, or accurately depict the odds of one person single-handedly beating an army, or what happens when such a non-typical person decides to become rich by crafting things, or to try to somehow create a set of physical rules for the universe that simultaneously let some people conjure gigantic balls of fire from nowhere while other folks can blithely fall 200 or more feet, swim in molten lava, or jump into pools of acid without automatic death.
The rules are an attempt to create a game that to some extent (and not perfectly, as has been stated multiple times), balances the various player classes so they can be in the same party and the players can enjoy the game.
Any attempt to justify it as a simulation is misguided and ultimately fruitless. The fact is, it doesn't matter what the population distribution is as much as it matters whether it's a world the players are having fun in.
I've yet to have a player come to me complaining that there weren't enough farmers in the village they just entered and it broke the realism for them, nor that there's been a shop in every town they entered, no matter how small. Such things make the game work. To hell with the simulationist aspects of it.
The irony is that I'm a huge simulationist. I put a ton of work into making my world make sense - but I know that's all for me, not needed to make the game work. I just think that consistency is important.
Edit: @mdt: I'm a programmer too. That's why, while I was very pleased with Magical Medieval Society: Western Europe, I was also very disappointed, for while it promised to give rules for creating things like towns and manors, instead it just gave vague guidelines, as I found out when I tried to actually write a program to use the rules. It was still useful, but I had to create a huge set of initial assumptions in order to get anywhere with it.
My favorite is the treasure generator based on Gygax's gem, jewelry and item tables from the AD&D DMG. I still use that to generate all of my non-magical valuables.