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Campaign World Idea: Worth using or scrap it?
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<blockquote data-quote="Razjah" data-source="post: 7228636" data-attributes="member: 98806"><p>I like the idea. I've mucked around with a setting idea of floating motes of land and flying ships and creatures as transport. But the world is in flux. Luckily, most of it is predictable civilized parts) so a good guide/rutter will get you around. But the more dangerous and less civilized sections are way less predictable. </p><p></p><p>This idea has a lot of the same stuff. Difficult travel that changes. I really like the accidentally finding places. Perhaps you can have spirits or powers or minor gods at some places that can teach the PCs how to return. For example, they're running from a dangerous encounter and are all bloody and broken- no chance of surviving a fight. They stumble into a peaceful glade and a babbling brook's clean water also heals a little. Can they persuade the denizen of the locale to teach them how to find their way back? </p><p></p><p>You can even make some locales inaccessible except from another locale. To reach the cliffs of insanity, you need to be leaving the port of stars during a full moon. Once you're at the cliffs, you can climb them travel east along the cliff and then leap into the small ring of stones jutting from the surf (aim well). Diving through the ring into the water leads to you jumping out of a underwater tidal pool into the Cavern of the Fish-God (a huge underground sea with a koi fish roughly the size of a blue whale that is worshiped by many different tribes and peoples in this great underground expanse). Of course, any time along this journey would could simply travel due west for a few days and walk back to Westmarch. </p><p></p><p>One thing I would play up, but you can do this however you want, is to make travel hard. Maybe the land itself is hostile, or there are lots of roving bandits and monsters and the like. But travel freaking sucks. BUT, if you have some of the wilderness classes with you- things are suddenly a lot easier to manage. It could just be using the survival skill or removing the ability to use it untrained. If you do this- I would definitely let the players know during character creation.</p></blockquote><p></p>
[QUOTE="Razjah, post: 7228636, member: 98806"] I like the idea. I've mucked around with a setting idea of floating motes of land and flying ships and creatures as transport. But the world is in flux. Luckily, most of it is predictable civilized parts) so a good guide/rutter will get you around. But the more dangerous and less civilized sections are way less predictable. This idea has a lot of the same stuff. Difficult travel that changes. I really like the accidentally finding places. Perhaps you can have spirits or powers or minor gods at some places that can teach the PCs how to return. For example, they're running from a dangerous encounter and are all bloody and broken- no chance of surviving a fight. They stumble into a peaceful glade and a babbling brook's clean water also heals a little. Can they persuade the denizen of the locale to teach them how to find their way back? You can even make some locales inaccessible except from another locale. To reach the cliffs of insanity, you need to be leaving the port of stars during a full moon. Once you're at the cliffs, you can climb them travel east along the cliff and then leap into the small ring of stones jutting from the surf (aim well). Diving through the ring into the water leads to you jumping out of a underwater tidal pool into the Cavern of the Fish-God (a huge underground sea with a koi fish roughly the size of a blue whale that is worshiped by many different tribes and peoples in this great underground expanse). Of course, any time along this journey would could simply travel due west for a few days and walk back to Westmarch. One thing I would play up, but you can do this however you want, is to make travel hard. Maybe the land itself is hostile, or there are lots of roving bandits and monsters and the like. But travel freaking sucks. BUT, if you have some of the wilderness classes with you- things are suddenly a lot easier to manage. It could just be using the survival skill or removing the ability to use it untrained. If you do this- I would definitely let the players know during character creation. [/QUOTE]
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