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*Pathfinder & Starfinder
Developing a "points of light" campaign setting
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<blockquote data-quote="Aegir" data-source="post: 4101501" data-attributes="member: 52089"><p>The thing that defines a PoL setting is exploration, how you arrive at this is entirely up to you. Could be a stone age setting built on the ruins of a fallen civilization, a dark age setting recovering from from an apocalyptic past, or even a high-power setting like FR where the dangers beyond the civilized lands are enough to keep all but the bravest from venturing outside cities, or off heavily patrolled roads. Ultimately all thats needed are mysterious, unexplored sections of the map for the PCs to explore.</p><p></p><p>My PoL setting was initially based in a fairly stable (a collection of 6 towns who have established an alliance of mutual protection), but isolated area. The PCs are effectively the first humans who have managed to overcome the obstacles and really explore the world beyond alliance-controlled lands, and have begun to fill in the missing pieces of the worlds lost history.</p><p></p><p>One problem I ran into with my group was they complained about a lack of motivation: there was no great evil to overcome, no artifacts (that they were aware of) to find, and this tends to be one of the potential failings of a PoL setting. You can of course add it in, but I didn't, figuring that each unexplored region would be a motivation in itself. If your players tend to be of the type that like to fight against some major BBEG and his attempts to take over the world, you may want to take this into account.</p></blockquote><p></p>
[QUOTE="Aegir, post: 4101501, member: 52089"] The thing that defines a PoL setting is exploration, how you arrive at this is entirely up to you. Could be a stone age setting built on the ruins of a fallen civilization, a dark age setting recovering from from an apocalyptic past, or even a high-power setting like FR where the dangers beyond the civilized lands are enough to keep all but the bravest from venturing outside cities, or off heavily patrolled roads. Ultimately all thats needed are mysterious, unexplored sections of the map for the PCs to explore. My PoL setting was initially based in a fairly stable (a collection of 6 towns who have established an alliance of mutual protection), but isolated area. The PCs are effectively the first humans who have managed to overcome the obstacles and really explore the world beyond alliance-controlled lands, and have begun to fill in the missing pieces of the worlds lost history. One problem I ran into with my group was they complained about a lack of motivation: there was no great evil to overcome, no artifacts (that they were aware of) to find, and this tends to be one of the potential failings of a PoL setting. You can of course add it in, but I didn't, figuring that each unexplored region would be a motivation in itself. If your players tend to be of the type that like to fight against some major BBEG and his attempts to take over the world, you may want to take this into account. [/QUOTE]
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Developing a "points of light" campaign setting
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