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Discussion - LEW 4th Edition
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<blockquote data-quote="covaithe" data-source="post: 4386211" data-attributes="member: 46559"><p>Interesting thoughts, Graf, and a fun-sounding setting. I'm not sure it's right for L4W for various reasons I'll not get into at the moment, since you said it's only an example, not a proposal. </p><p></p><p>I am starting to be fond of the idea of a somewhat flexible world, but I'm also fond of a certain degree of... stability isn't quite the right word. The idea I'm trying to describe is that the "flexibility", i.e. the changefulness and not-completely-predictable geography might be more common at the wild outskirts and less common in central, settled areas. As a concrete example, suppose if the main starting "vale" were an island continent perhaps a thousand miles in diameter. On the mainland, geography is pretty stable, and people mostly get from one place to another by walking (or sailing, or riding, or whatever): with a few exceptions (unnatural storms, mysterious megaliths, etc), it's a normal, not very flexible world. But the sea is connected to a transitive plane, such that navigation is more art than science, and there could be a few rare portals connecting the mainland to outlying islands or other continents. A long trip to a far island or another continent might involve a choice between a series of sea journeys between islands that have stable portals, or a long overland trip to a stone circle that, when prodded correctly, will carry you to a matching circle near your destination, or whatever.</p><p></p><p>Obviously a very rough idea, but something like this allows both a fairly cohesive central area that isn't very vulnerable to the passing fancy of individual DMs, but still allows quite a lot of flexibility far from the center. Those of us that prefer to run adventures in areas that other people have fleshed out fairly well already can play in the center, and more creative people can do whatever they want in the outlying areas. Graf's Imperium setting isn't far from this.</p><p></p><p>In practice, I think that Rae is right that flexibility won't be a problem. As long as we don't get too specific, people will come up with ways to create the setting they want.</p></blockquote><p></p>
[QUOTE="covaithe, post: 4386211, member: 46559"] Interesting thoughts, Graf, and a fun-sounding setting. I'm not sure it's right for L4W for various reasons I'll not get into at the moment, since you said it's only an example, not a proposal. I am starting to be fond of the idea of a somewhat flexible world, but I'm also fond of a certain degree of... stability isn't quite the right word. The idea I'm trying to describe is that the "flexibility", i.e. the changefulness and not-completely-predictable geography might be more common at the wild outskirts and less common in central, settled areas. As a concrete example, suppose if the main starting "vale" were an island continent perhaps a thousand miles in diameter. On the mainland, geography is pretty stable, and people mostly get from one place to another by walking (or sailing, or riding, or whatever): with a few exceptions (unnatural storms, mysterious megaliths, etc), it's a normal, not very flexible world. But the sea is connected to a transitive plane, such that navigation is more art than science, and there could be a few rare portals connecting the mainland to outlying islands or other continents. A long trip to a far island or another continent might involve a choice between a series of sea journeys between islands that have stable portals, or a long overland trip to a stone circle that, when prodded correctly, will carry you to a matching circle near your destination, or whatever. Obviously a very rough idea, but something like this allows both a fairly cohesive central area that isn't very vulnerable to the passing fancy of individual DMs, but still allows quite a lot of flexibility far from the center. Those of us that prefer to run adventures in areas that other people have fleshed out fairly well already can play in the center, and more creative people can do whatever they want in the outlying areas. Graf's Imperium setting isn't far from this. In practice, I think that Rae is right that flexibility won't be a problem. As long as we don't get too specific, people will come up with ways to create the setting they want. [/QUOTE]
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