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<blockquote data-quote="Binder Fred" data-source="post: 5158985" data-attributes="member: 63746"><p>The problem I see with entirely separate starting points is that this is supposed to be a Living World, i.e. a shared experience. If the players don't have one (or two) fairly central place(s) to meet and discuss, if every DM stakes a blank spot on the map and runs his game there, then we're talking about a series of unrelated games, not a Living World.</p><p></p><p>That said, I think we can come up with something if we put our minds to it. I'm a little short on time right now, so I'll think on it, but off the top of my head there is the Transdimensional Tavern of Sigil (touches all places at one time or another), the Multiple Taverns Connected by Permanent Portals (but those two sort of diminishes the Exploration aspect of things...), the Canon of One-Way Delivery (or variations thereof), the Network of Faery Rings Left by the Ancients (connecting major wildernesses together), the Gems of Virtual Presence (makes it seem like you're in one of the main taverns, but in reality you are somewhere (relatively) near the starting point of the adventure, staring into your gem)... </p><p></p><p>I personaly rather like this last one as you only need to loosely justify your presence in one end of the world for it to work (four heroes from the same country might find out about each other through them and, oh, you know Theoric was escorting that spice caravan through there just last month, etc). The gems might actually lead to a sort of Great Hall set up by (some of) the Gods, an actual physical place in the world (a la Mount olympus), a meeting place and training ground for future heroes/avatars/godlings. There are actually three seperate areas, one each for heroic, epic and paragon charcaters, with rumors that the last level actually sees the visit of actual gods. The lower "rabble" is entirely left to itself though, free to use the place as it wishes. Adventures could be carried in by a guild of Criers serving the God of knowledge and information: you have a problem, you go to his/her church, you lay a crown or two in a Crier's palm or you post a message on a board and pretty soon a Crier will show up to shout out the news at the Great Hall.</p><p></p><p>I still like the idea of a single starting point for the new world though, as it adds a lot to the "wilderness/unexplored" feel of it...</p></blockquote><p></p>
[QUOTE="Binder Fred, post: 5158985, member: 63746"] The problem I see with entirely separate starting points is that this is supposed to be a Living World, i.e. a shared experience. If the players don't have one (or two) fairly central place(s) to meet and discuss, if every DM stakes a blank spot on the map and runs his game there, then we're talking about a series of unrelated games, not a Living World. That said, I think we can come up with something if we put our minds to it. I'm a little short on time right now, so I'll think on it, but off the top of my head there is the Transdimensional Tavern of Sigil (touches all places at one time or another), the Multiple Taverns Connected by Permanent Portals (but those two sort of diminishes the Exploration aspect of things...), the Canon of One-Way Delivery (or variations thereof), the Network of Faery Rings Left by the Ancients (connecting major wildernesses together), the Gems of Virtual Presence (makes it seem like you're in one of the main taverns, but in reality you are somewhere (relatively) near the starting point of the adventure, staring into your gem)... I personaly rather like this last one as you only need to loosely justify your presence in one end of the world for it to work (four heroes from the same country might find out about each other through them and, oh, you know Theoric was escorting that spice caravan through there just last month, etc). The gems might actually lead to a sort of Great Hall set up by (some of) the Gods, an actual physical place in the world (a la Mount olympus), a meeting place and training ground for future heroes/avatars/godlings. There are actually three seperate areas, one each for heroic, epic and paragon charcaters, with rumors that the last level actually sees the visit of actual gods. The lower "rabble" is entirely left to itself though, free to use the place as it wishes. Adventures could be carried in by a guild of Criers serving the God of knowledge and information: you have a problem, you go to his/her church, you lay a crown or two in a Crier's palm or you post a message on a board and pretty soon a Crier will show up to shout out the news at the Great Hall. I still like the idea of a single starting point for the new world though, as it adds a lot to the "wilderness/unexplored" feel of it... [/QUOTE]
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