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<blockquote data-quote="GlassEye" data-source="post: 5160091" data-attributes="member: 40413"><p>I guess it rather depends on what you mean by 'a closely packed area of competing civilizations'. When I read that I imagine several countries very close with large populations competing for the same resources similar to Europe with little interior wilderness. The reason I suggested small locations in a points of light type place was 1) so that there would be a reason why we hadn't ever heard of those rival countries until well into the progression of the game 2) so that it wouldn't limit low level adventures and 3) so that the characters could be involved in growing the world (beyond the distant 'new continent' idea).</p><p></p><p>I think the portals, should we eventually decide to go with that idea, should be fairly rare and a new discovery. A network of established highway portals throughout the old world pushes things to a whole new level of complexity. I certainly agree with and like the example limitations that you have come up with for portals. I also think creation of the portals should be beyond the capability of anyone in the world so that they have to be found and then deciphered. Adventure may discover a portal; further adventure discover how to operate it; and still further adventure once they manage to open the gate to wherever and whatever is on the other side of that distant portal.</p><p></p><p>I'm not sure I agree that limiting teleportation type spells is necessary to maintain the validity of exploration adventures.</p><p></p><p>Here are a few of the ideas churning around in my head. Start with one human sea-side nation-state of a small size with an integrated halfling population, a nearby dwarven hill-fort, a forest with elves and gnomes, and plenty of wilderness to provide adventure appropriate for low level characters. Plus rumors of peoples beyond the local area. This way the world grows as the characters push out from the base town. Politics can develop in game and can be directly influenced by the characters involved in those adventures. I would really like the characters to be <em>important</em> to the world and I feel a highly developed 'old world' seriously inhibits this aspect of play.</p></blockquote><p></p>
[QUOTE="GlassEye, post: 5160091, member: 40413"] I guess it rather depends on what you mean by 'a closely packed area of competing civilizations'. When I read that I imagine several countries very close with large populations competing for the same resources similar to Europe with little interior wilderness. The reason I suggested small locations in a points of light type place was 1) so that there would be a reason why we hadn't ever heard of those rival countries until well into the progression of the game 2) so that it wouldn't limit low level adventures and 3) so that the characters could be involved in growing the world (beyond the distant 'new continent' idea). I think the portals, should we eventually decide to go with that idea, should be fairly rare and a new discovery. A network of established highway portals throughout the old world pushes things to a whole new level of complexity. I certainly agree with and like the example limitations that you have come up with for portals. I also think creation of the portals should be beyond the capability of anyone in the world so that they have to be found and then deciphered. Adventure may discover a portal; further adventure discover how to operate it; and still further adventure once they manage to open the gate to wherever and whatever is on the other side of that distant portal. I'm not sure I agree that limiting teleportation type spells is necessary to maintain the validity of exploration adventures. Here are a few of the ideas churning around in my head. Start with one human sea-side nation-state of a small size with an integrated halfling population, a nearby dwarven hill-fort, a forest with elves and gnomes, and plenty of wilderness to provide adventure appropriate for low level characters. Plus rumors of peoples beyond the local area. This way the world grows as the characters push out from the base town. Politics can develop in game and can be directly influenced by the characters involved in those adventures. I would really like the characters to be [i]important[/i] to the world and I feel a highly developed 'old world' seriously inhibits this aspect of play. [/QUOTE]
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