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<blockquote data-quote="Gort" data-source="post: 4110738" data-attributes="member: 11239"><p>I must say, I do love the return of travelling - well, at least the extension of travelling. A lot of creatures - animals, for instance - only really make a great deal of sense to encounter out in the wild, and if players are only going to be in locations of interest like castles, dungeons, wizards towers, and crypts because they teleport between them instead of walking, those encounters are gone.</p><p></p><p>There are also lots of situations you can set up in the wilderness that don't make a great deal of sense in a dungeon - the dungeon would have to be specifically designed to cause the situation, while in the wild it can just happen cause that's the way the terrain turned out.</p><p></p><p>I take a bit of issue with your second statement - a 1st level character doesn't necessarily have to have "years of training". Sure, that's a fine concept for a character - the grizzled armsman who's seen it all. But I still think the transition to 1st level could be any number of things - being the chosen of the gods, having a great destiny, making a terrible pact with terrible forces beyond man (see warlocks), or simply being extremely naturally talented. Keep in mind that 1st level characters are at the bottom of a massive ladder. What they have is <em>potential</em> rather than vast skill per se. See the example "human guard" in the monsters threads for example.</p><p></p><p>I've been playing an old RPG lately, called Pendragon. It's Arthurian legend so you're all playing knights, and the game models families, running estates, histories, and so on. The way it works is you have your group adventure for the year, then you have something called the "winter phase", where you do all your personal stuff, like adventuring solo (you just roleplay this with the DMs permission) and running your estate. What this does is makes sure characters get a chance to age and raise families and invest and all that kind of long-term stuff - you don't just spend a week adventuring solidly and hit level 20 at the end of it.</p><p></p><p>Of course, the result is a race for glory before your pitifully short human lifespan expires, but that's as it should be <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Elves and dwarves might make that troublesome though, with their hundreds of years lifespans.</p></blockquote><p></p>
[QUOTE="Gort, post: 4110738, member: 11239"] I must say, I do love the return of travelling - well, at least the extension of travelling. A lot of creatures - animals, for instance - only really make a great deal of sense to encounter out in the wild, and if players are only going to be in locations of interest like castles, dungeons, wizards towers, and crypts because they teleport between them instead of walking, those encounters are gone. There are also lots of situations you can set up in the wilderness that don't make a great deal of sense in a dungeon - the dungeon would have to be specifically designed to cause the situation, while in the wild it can just happen cause that's the way the terrain turned out. I take a bit of issue with your second statement - a 1st level character doesn't necessarily have to have "years of training". Sure, that's a fine concept for a character - the grizzled armsman who's seen it all. But I still think the transition to 1st level could be any number of things - being the chosen of the gods, having a great destiny, making a terrible pact with terrible forces beyond man (see warlocks), or simply being extremely naturally talented. Keep in mind that 1st level characters are at the bottom of a massive ladder. What they have is [i]potential[/i] rather than vast skill per se. See the example "human guard" in the monsters threads for example. I've been playing an old RPG lately, called Pendragon. It's Arthurian legend so you're all playing knights, and the game models families, running estates, histories, and so on. The way it works is you have your group adventure for the year, then you have something called the "winter phase", where you do all your personal stuff, like adventuring solo (you just roleplay this with the DMs permission) and running your estate. What this does is makes sure characters get a chance to age and raise families and invest and all that kind of long-term stuff - you don't just spend a week adventuring solidly and hit level 20 at the end of it. Of course, the result is a race for glory before your pitifully short human lifespan expires, but that's as it should be :) Elves and dwarves might make that troublesome though, with their hundreds of years lifespans. [/QUOTE]
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