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<blockquote data-quote="GlassEye" data-source="post: 5155466" data-attributes="member: 40413"><p>I don't follow L4W so I'm not at all sure what the 'Transitive Isles' concept is. If you would expand on it I would appreciate it.</p><p></p><p>I am not averse to using Mowgli's map for the basis. I don't think that we necessarily need to decide on that right now though. There are a lot of conceptual ideas to work on before we get to that point. I'm not really keen on the 'Undiscovered Continent' idea. It's perfectly valid just seems to point all the adventures in a particular direction and limit availability of goods and services. Which isn't a bad thing, just saying it's not my preference.</p><p></p><p>Based on what Trouvere has said about the civilized area in LEW and how that affects the ability to come up with logical adventuring possibilities I would suggest a points of light type concept. Also, I would suggest dividing the map into regions by CR and including random encounter tables for regions as a guideline for DMs. So, for example, the starting area (a small city state or large town) would be fairly well settled but might experience incursions of monsters of CR 1-3 with the rare spike in CR for higher level enticement. The wilderness begins abruptly after the settled lands and has increasingly difficult CR's assigned to specific regions. There could also be spots where the CR jumps drastically, i.e. an area of woods at CR 2-4 but a chasm within with a CR of 7. I think we could stay fairly contained in a small area to begin with and grow organically as we need higher level adventuring locales.</p><p></p><p>Other things I would like to eventually see: a non-standard player race, real-world cultures as a basis for a few areas, a <em>reason</em> for 'discovering' civilized areas that haven't been created yet (perhaps a plague of some sort severed communications for a long time due to the survivors being so involved with just surviving).</p></blockquote><p></p>
[QUOTE="GlassEye, post: 5155466, member: 40413"] I don't follow L4W so I'm not at all sure what the 'Transitive Isles' concept is. If you would expand on it I would appreciate it. I am not averse to using Mowgli's map for the basis. I don't think that we necessarily need to decide on that right now though. There are a lot of conceptual ideas to work on before we get to that point. I'm not really keen on the 'Undiscovered Continent' idea. It's perfectly valid just seems to point all the adventures in a particular direction and limit availability of goods and services. Which isn't a bad thing, just saying it's not my preference. Based on what Trouvere has said about the civilized area in LEW and how that affects the ability to come up with logical adventuring possibilities I would suggest a points of light type concept. Also, I would suggest dividing the map into regions by CR and including random encounter tables for regions as a guideline for DMs. So, for example, the starting area (a small city state or large town) would be fairly well settled but might experience incursions of monsters of CR 1-3 with the rare spike in CR for higher level enticement. The wilderness begins abruptly after the settled lands and has increasingly difficult CR's assigned to specific regions. There could also be spots where the CR jumps drastically, i.e. an area of woods at CR 2-4 but a chasm within with a CR of 7. I think we could stay fairly contained in a small area to begin with and grow organically as we need higher level adventuring locales. Other things I would like to eventually see: a non-standard player race, real-world cultures as a basis for a few areas, a [i]reason[/i] for 'discovering' civilized areas that haven't been created yet (perhaps a plague of some sort severed communications for a long time due to the survivors being so involved with just surviving). [/QUOTE]
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