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<blockquote data-quote="Phoenix8008" data-source="post: 4388282" data-attributes="member: 211"><p>Well, 'points of light' hasn't been dismissed by me. Of course POL doesn't just mean 3 mud huts is the highpoint of civilization. There could be stable cities and even a little trade between local towns or peoples. Just no one big government in control of large swaths of pacified land. It's a model that interested me from the begining of hearing about 4E. This allows the PC's to become the natural 'mover's and shakers' of the area as they go up in level.</p><p></p><p>I also love the 'transitive areas' idea so that PC's can go kinda planar to the shadowfell or the astral sea via areas of overlap. I wouldn't mind seeing a little bit of a planned progression set up so that some DM's could channel their adventures toward achieving various 'world goals' which change the status quo and make the world feel more living and changeable. Just an example, but what if the initial town/vale/whatever is on a peninsula cut off from the mainland by some mountains that are too high to pass over. There are tunnels that used to let travelers go under to get to the next towns on the other side, but since the 'empire' fell and such, the monsters took them over and cut off the peninsula except by dangerous water journey. So one 'world goal' could be that if the tunnels get cleared, then trading can begin and maybe prices on items go down in the starting town, or new items become available that weren't before. Now, nobody would HAVE TO run such an adventure. There would still be town and plenty of land on the peninsula to have other adventures. But once that goal is met by someone running such an adventure, the world gets a little bigger. There could be a posted list of 'world goals' and the changes which take place to the world after they are met. Some might even have prerequisites so you can't do some goal on the other side of the mountains until the first one is done to clear the path through the mountains. Probably would need to have a few goals to do in each area that is open so that everyone else isn't just waiting on the one adventure to be completed so they can do something else.</p><p></p><p>This naturally falls in with building the world from one spot and moving outward from there, while making the PC's even more into the 'movers and shakers' of the world even at low levels. When prices for items fall or new items become available when the first caravan arrives because YOUR CHARACTER cleared the tunnels, then you got some bragging rights!</p><p></p><p>Anyway, this was just an idea that's been percolating in me and I wanted to throw it out there. I tried posting it a couple days ago but lost the post when it tried to submit. <img src="http://www.enworld.org/forum/images/smilies/cry.png" class="smilie" loading="lazy" alt=":.-(" title="Cry :.-(" data-shortname=":.-(" /></p></blockquote><p></p>
[QUOTE="Phoenix8008, post: 4388282, member: 211"] Well, 'points of light' hasn't been dismissed by me. Of course POL doesn't just mean 3 mud huts is the highpoint of civilization. There could be stable cities and even a little trade between local towns or peoples. Just no one big government in control of large swaths of pacified land. It's a model that interested me from the begining of hearing about 4E. This allows the PC's to become the natural 'mover's and shakers' of the area as they go up in level. I also love the 'transitive areas' idea so that PC's can go kinda planar to the shadowfell or the astral sea via areas of overlap. I wouldn't mind seeing a little bit of a planned progression set up so that some DM's could channel their adventures toward achieving various 'world goals' which change the status quo and make the world feel more living and changeable. Just an example, but what if the initial town/vale/whatever is on a peninsula cut off from the mainland by some mountains that are too high to pass over. There are tunnels that used to let travelers go under to get to the next towns on the other side, but since the 'empire' fell and such, the monsters took them over and cut off the peninsula except by dangerous water journey. So one 'world goal' could be that if the tunnels get cleared, then trading can begin and maybe prices on items go down in the starting town, or new items become available that weren't before. Now, nobody would HAVE TO run such an adventure. There would still be town and plenty of land on the peninsula to have other adventures. But once that goal is met by someone running such an adventure, the world gets a little bigger. There could be a posted list of 'world goals' and the changes which take place to the world after they are met. Some might even have prerequisites so you can't do some goal on the other side of the mountains until the first one is done to clear the path through the mountains. Probably would need to have a few goals to do in each area that is open so that everyone else isn't just waiting on the one adventure to be completed so they can do something else. This naturally falls in with building the world from one spot and moving outward from there, while making the PC's even more into the 'movers and shakers' of the world even at low levels. When prices for items fall or new items become available when the first caravan arrives because YOUR CHARACTER cleared the tunnels, then you got some bragging rights! Anyway, this was just an idea that's been percolating in me and I wanted to throw it out there. I tried posting it a couple days ago but lost the post when it tried to submit. :.-( [/QUOTE]
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