[UA] Haunted houses of renunciation
Rayburn, Russell E.
RERayburn at Columbus.gov
Mon May 1 10:09:11 PDT 2006
-----Original Message-----
From: ua-bounces at lists.unknown-armies.com
[mailto:ua-bounces at lists.unknown-armies.com] On Behalf Of Andreas Davour
Sent: Monday, May 01, 2006 5:39 AM
To: The Unknown Armies RPG Mailing List
Subject: Re: [UA] Haunted houses of renunciation
<snip>
> If the idea of the Houses is to restore balance where needed.. well,
> would that not also mean adding more "bad" where there is too much
> "good"?
Too much good seems like an oxymoron.
</snip>
Depends on how you define "good".
>From an environmental view, if we define good as "conditions which
permit humans to flourish", then "too much good" becomes "conditions
which promote overpopulation".
For example, let's say we have a village. Good water supply, temperate
climate, arable land, good hunting.. a great place. Humans move in and
thrive... so much so that there's huge population growth within three to
five generations.
Now, if everything else stays the same the limited resources will be
consumed much faster. The water supply is fouled with waste, the land
is over-farmed and made barren, the game hunted dies out. Usually, this
is where mother nature steps in with famine and disease to cull the
herd.
If something occurred to prevent overpopulation, however, what resources
there are could be used at a rate below the replenishment rate.
Alternatively, more resources could be acquired either through
exploration, warfare, or both.
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