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<blockquote data-quote="jkason" data-source="post: 5822030" data-attributes="member: 2710"><p>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. </p><p></p><p>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). </p><p></p><p>And while <em>we're</em> 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. </p><p></p><p>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. </p><p></p><p>Whatever happens, I definitely think recruiting should remain single-threaded.</p></blockquote><p></p>
[QUOTE="jkason, post: 5822030, member: 2710"] 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 [i]we're[/i] 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. [/QUOTE]
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