General Discussion

Just a little fyi: the wiki now has over 300 pages. This includes 106 characters and 36 npcs. Thanks to everyone who has contributed to make LPF, our forums, and the wiki such a great place to play!
 

log in or register to remove this ad

Just a little fyi: the wiki now has over 300 pages. This includes 106 characters and 36 npcs. Thanks to everyone who has contributed to make LPF, our forums, and the wiki such a great place to play!

Awesome. Special thanks to those of you who have been here fostering things from the get-go.

It's funny, but I literally remember stumbling onto the LPF wiki back when it had first gone up. IIRC, there were 10-15 PCs, and I specifically recall browsing Fury's and Kanli's sheets. I didn't even play D&D then, but I remember thinking that "this looks interesting..." And now here I am!
 

This idea has merit and is worth discussing. Possibly an ancient gate unanchored. I think this makes things a little too easy, though.

It does, but really only for GM's, at least the way I'm thinking of it. PC's don't get to say "I want to exit the DWI at X location." That's entirely in the hands of the GM. Those who like to write traveling adventures are still free and encouraged to write them, but those who want the setting without the transport are free to concentrate on the part of the adventure they're most interested in building.

Having the 'gating effect' be GM controlled also lends itself to some interesting twists on the PC exits into adventure. PC's might walk out only to discover the DWI shifted between their employer leaving and their own departure. Since the effect's unstable, they might even experience minor time-shifting, showing up weeks later (though that might be a can of worms scenario, so possibly not).

And while we're saying the effect isn't controlled, the fact that there's always a DWI in Venza may, politically, have certain nations thinking the place actually IS controlled, so PC's exiting the DWI might be met with instant suspicion or even accusations. On the other hand, other areas may treat the DWI with special considerations as a 'neutral entity,' a fact PC's might endanger if they walk out and start meddling in local politics.

In general, though, I don't know that it makes things that much easier than pre-recruiting and telling folks they'll show up at X location, where the adventure can begin, which was at least one other suggestion.

Whatever happens, I definitely think recruiting should remain single-threaded.
 


Bonus points if you get this reference:

Please tell me there isn't a huge steam breathing dragon that patrols that chasm up and down, attacking invaders....

(throws rotten tomato at himself)

Don't know which book precisely, but definitely Xanth.

---------------------------------------------------

As far as recruiting threads are concerned, I agree that 1 thread is good, but having pre recruiting and multiple major cities defined that PCs can find their own way to in whatever fashion the DM comes up with as preadventure fluff would be very helpful. Especially as more and more of the world is defined, and more adventures take place a significant distance away from Venza, and most of the trips could probably qualify as adventures unto themselves, which may not be what the DM had in mind.
 

As far as recruiting threads are concerned, I agree that 1 thread is good, but having pre recruiting and multiple major cities defined that PCs can find their own way to in whatever fashion the DM comes up with as preadventure fluff would be very helpful. Especially as more and more of the world is defined, and more adventures take place a significant distance away from Venza, and most of the trips could probably qualify as adventures unto themselves, which may not be what the DM had in mind.
You can always use DWI to post recruiting notices for adventurer's to travel somewhere on their own to start the adventure. They complete the journey off-camera and at negligible expense (OOC wash on cost versus compensation from the DM). If you are arranging the players OOC in the upcoming Adventure thread then they should not have a problem with it.
 

You can always use DWI to post recruiting notices for adventurer's to travel somewhere on their own to start the adventure. They complete the journey off-camera and at negligible expense (OOC wash on cost versus compensation from the DM). If you are arranging the players OOC in the upcoming Adventure thread then they should not have a problem with it.

My point is that the issue of recruitment doesn't seem to be the problem. Having a major anchor point reasonably close to the site of the adventure seems to be the larger issue, and defining a few more major cities scattered throughout the world would be very beneficial from that standpoint. Once those are established, it can reasonably be assumed that some sort of transport between them is available, and the travel time can be handwaved much easier for those DMs writing site based adventures.
 

One other one. :) Specialists, do they still get an additional bonus to their Save DC from the specialized school?

Nevermind. Bonus Feat - Skill Focus. *slams face repeatedly into desk*

Although you may have sussed this out for yourself, I just wanted to make sure it got addressed - you can take a Spell Focus for any school, which means it doesn't necessarily have to be the school you specialize in. I'm pretty darn sure you don't get an intrinsic bonus to the DC of the spells from the school you specialize in.
 

To the recruiting issue: If it only costs 23,500 gp to create a permanent teleportation circle, why isn't there a major hub in each major city. a.k.a Airport. 100 gp per person to go through, and a lot of security on both ends to annoy you. I envision one in each of the capital cities and the top three or four population cities of an area. So, it may be ride a horse 300 miles to get to the hub city, and then teleport 2,000 miles to the far side city. Then by a horse for the last 100 miles. After the first 470 customers, the permanent installation (both sides) has paid for itself. A 17th level mage cannot be that hard to find for a one time job.

This seems easier that binding a building to multiple cities. I mean, the Mystic Pearl does it just to be different and unique, but a tavern would not go through that expense.
 

To the recruiting issue: If it only costs 23,500 gp to create a permanent teleportation circle, why isn't there a major hub in each major city. a.k.a Airport. 100 gp per person to go through, and a lot of security on both ends to annoy you. I envision one in each of the capital cities and the top three or four population cities of an area. So, it may be ride a horse 300 miles to get to the hub city, and then teleport 2,000 miles to the far side city. Then by a horse for the last 100 miles. After the first 470 customers, the permanent installation (both sides) has paid for itself. A 17th level mage cannot be that hard to find for a one time job.

This seems easier that binding a building to multiple cities. I mean, the Mystic Pearl does it just to be different and unique, but a tavern would not go through that expense.

The problem is that outside of Venza, none of those major cities are particularly well defined, and most don't even have a name. By at least pinning a name and location to these cities, a lot of the difficulties could be resolved. Once those are defined, than assuming things like trade routes, teleportation ciricles, and other forms of travel and communication can be used quite easily. It is important to remember that not all DMs are going to want to have to come with such a major hub at the same time they are writing up an adventure that doesn't have anything directly to do with such a place. By developing a basic outline of the key spots of the world, we can make that part of the adventure writing much less of an issue.
 

Remove ads

Top