[Edition Neutral] Points of Light (the product) - how is it?


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Thanks for this reminder re PoL II - I've just ordered a copy from Infinity Games UK. :)

I liked PoL I a lot; it's full of ideas and can be used as-is or as a very useful guideline to designing your own 'sand boxes' for open campaigns.
 

The first one feels a little too vanilla/tredded territory for me, but the second looks really nice (me likey jungles and uncharted continents).
 
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I hadn't seen these, but my interest is piqued. Goodman Games is occasionally hit or miss, but they have a long history of creating stuff that is crazy-fun to play.
 

The first one feels a little too vanilla/tredded territory for me, but the second looks really nice (me likey jungles and uncharted continents).

Like the first Points of Light it is four settings with an area of 135 miles by 95 miles. The theme of this edition is "Exploration beyond your campaign's frontier". Three of the lands depict regions suited for exploration and discovery. Like the first Points of Light the fourth land is set in the outer planes and loosely ties the three together.

The lands are:

Amacui, Empire of Blood. Set in a region where where old evils and bloody empires await.

The Golden Shore, a region in the midst of being colonized from the old world.

The Misty Isles, largely unexplored the riches of the spice lures adventurers of all stripes.

The last is Mazatl the Realm of the Bat God where an evil god of blood dwells in the caldera of a ancient shield volcano.

The same loose background that was used through the first Points of Light is used here. Unlike the first points of Light all the lands are set at the same "time". However they are diverse in geography and locales. It is set during the Grand Kingdom period as depicted in Southlands. For those of you who are interested you will read about what happened to the followers of Sarrath following the civil war that ripped apart the Bright Empire.

The focus is still on being able to just "drop" in a referee's campaign. The map sizes has been expanded by two more columns, all four lands have full maps, and the page count has been increased. All of it dedicated to giving you more locales to throw in the way of your players. Another change is the two word stat block has changed to a 4th edition D&D style. Instead of Orc (1 HD) it is now Orc (Level 1, Minion).

Here are a couple of previews of what you will be getting.

From Amacui

http://www.ibiblio.org/mscorbit/images/Amacui.jpg

From Mazatl

MA-Mazatl%20Volcano.jpg


From Misty Isles

1d4 Destination or Settlement

1. Kingsport (Grand Kingdom)
2. Fairwind (Grand Kingdom)
3. Altimar Castle (Ochre Empire)
4. Port Harren (Ochre Empire)

1d6 Sea Encounter

1. A pod of 1d12 dolphins swims to investigate the ship. They aid any character in need of rescue in the water.
2. A ship with broken masts is drifting on the horizon. When investigated, its hold is filled with supplies and tools for the settlements (roll destination), but the crew is missing.
3. A ship flying the skull and crossbones flag appears on the horizon heading towards the characters’ ship (roll settlement for origin).
4. A castle ship on patrol approaches the characters’ ship (roll settlement for origin).
5. 1d6 coracles of the Lurcon are fishing with their nets.
6. A squall line heralding a storm appears on the horizon (roll a d8 for compass direction with 1 being north).

1d6 Land Encounter

1. 1d6 jungle cats (level 2 lurker) stalk the players.
2. A patch of rare plants or herbs is found. The patch is worth 2d6 x 100 gp in component cost.
3. A red tiger (level 6 lurker) attacks the party. Its pelt is worth 100 gp.
4. A rival scouting expedition consisting of 2d6 individuals encounters the party (roll settlement for origin).
5. A rival scouting expedition is found surrounded by jungle cats (level 2 lurker). Only a handful of men (2d4, roll settlement for origin) remain.
6. A pack of monkeys follow the characters, howling at them at irregular intervals. This continues into the night, causing the characters to get no rest.


From the Golden Shore

1607 Arent Trading Post
Alec Arent founded Arent Trading Post nearly ten years ago. A minor trading family of the Grand Kingdom, the Arents have labored under the shadow of the great trading houses for decades. With the opening of the Golden Shore, the family saw an opportunity to rival
the greatest trading houses. The Arents invested much of their wealth to outfit an expedition to the Golden Shore. Bypassing Castle Williams and Porttown, they entered into Brachan Bay.
They landed on a light wooded island at the mouth of the Aldarius River, and there they built a wooden keep to act as a trading post and warehouse. The trading post is home to 150 people, all living under the watchful eye of Captain Alec Arent (Ftr5), the Lord Proprietor.

In the past decades, the Arents have built up several trading relationships with both the Ouimos and the Merkaios clans. Alec Arent has sent his sons (Alec II. and Marcus) to live among the clans to learn their culture and language. While the quantities of goods passing between the Akhaioi clans and the Arents are small, trade is growing. In the next decade, Alec plans to send
his eldest, Alec II, into the foothills of the Greyhorn Mountains to make contacts with the eastern clans.
 

Got my copy in the post today. It didn't immediately grab me as PoL I did, but did inspire me to spend the afternoon incorporating Southland from PoL I into my campaign map (putting it west of the main campaign area; I'd already set Wildland to the east).

I think setting all of PoL IIs settings in the same era meant it didn't have the sense of 'deep time' you get from PoL I, with its three different eras giving a strong sense of the grand sweep of history. The settings themselves certainly seem serviceable though, but I hope future PoLs will go back to the 'different eras' approach.

One issue I had is that the Grand Kingdom epoch of PoL II is not really a very 'Points of Light' setting in the 4e sense; it's an age of exploration by powerful well-established kingdoms (Grand Kingdom, Gwynedd & the Ochre Empire). This contrasts with PoL I's Wildland, which is set in the aftermath of the collapse of the Bright Empire and is much closer to the core 4e paradigm.
 


but I hope future PoLs will go back to the 'different eras' approach.

Noted and thanks for the comments. With PoL I I could cherry pick the best situations of the fantasy genre to generate that feel. This one was more tightly focused. It been said by others as well that "grand sweep of history" feel is part of the appeal of the first one. So I definitely want to have future Points of Light to explore that technique.


One issue I had is that the Grand Kingdom epoch of PoL II is not really a very 'Points of Light' setting in the 4e sense; it's an age of exploration by powerful well-established kingdoms (Grand Kingdom, Gwynedd & the Ochre Empire). This contrasts with PoL I's Wildland, which is set in the aftermath of the collapse of the Bright Empire and is much closer to the core 4e paradigm.

Yes but note that I include decayed empires in all three. Just not from the point of the view of the PC protagonists. In each of the three lands (the fourth being a outer plane) a decayed empire forms an important element of the background of the inhabitants.

It is roughly in the late 16th century in terms of dealing with the "new world" and it will be a least a century before any of the regions are civilized by old world standards.

For the humans (particularly on Sakar) of the Misty Isles, the Lurcana of Amacui and the Akhaioi of the Golden Shore their world very much that of Points of Light. Will the PC be the heroes that finally turns things around or will they retreat back across the sea?

In someway it will be a bigger test of the PC Heroism as unlike the situations in POL I they have the option of leaving and returning back to safer lands.
 

How many pages are devoted to each setting?

Are there a lot of random tables like the one for the Misty Isles?

Mazatl, Golden Shore and Amacui have a single Encounter Table and a single Rumor Table each.

Golden Shore runs from Page 4 to page 19 for a total of 16 pages including map

Amacui runs from Page 20 to Page 35 for a total of 16 pages including map

Misty Isles runs from Page 36 to Page 49 for a total of 14 pages including map

Mazatl (a Outer Plane) runs from Page 50 to 62 for a total of 13 pages including map.

The last two pages have a master index.
 


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