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General Tabletop Discussion
*Pathfinder & Starfinder
Points of Light approach to setting
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<blockquote data-quote="Harshax" data-source="post: 4122710" data-attributes="member: 61534"><p>Fortified Inns are totally viable as a Point of Light - because of the adventurers. It also gives the DM some outstanding hooks for patrons, and control over his economy. Imagine a fortified inn between two semi-stable points of light. The DM can steer the party toward one of the two towns this inn bridges, when a seasonal caravan is overdue for several days. Travelers can come and go to give the settings a little dynamism. If you don't want your party to be constantly reliant on a sage, you can create a traveling monk who is criss-crossing the world trying to recover knowledge. He shows up every once in a while to give the party necessary clues, then he is off on his own. Rescuing him would have incentives of its own as well. You can also control access to equipment, magic, potions etc, by making them part of the caravans that frequently stop at the inn. I like this idea so much, I'm definitely making a fortified inn the party's home base.</p><p></p><p></p><p></p><p>Just because there is a village and a giant, doesn't necessarily mean that their must be conflict. Particularly if the village is far from the mountains, or there is a tribe of orcs in the forest between them, or if the giant's brother was killed the last time they attempted to extort the village by a group of adventures a few years back.</p><p></p><p></p><p></p><p>I don't really see that as a problem. It isn't like all the monsters are coaligned against the points of light. The gnomes have to deal with kobolds, the kobolds with orcs, the orcs with giants, the giants with dragons. When everything is in equilibrium, the orcs, giants, kobolds, or gnomes have enough time to go cause trouble for that point of light. If some meddling adventurers wipe out the kobolds in the hopes of protecting a point of light, it's up to the DM to show those pesky kids that the bigger can of wyrms are the Wyrms the kobolds were placating.</p><p></p><p>I see running a Point of Light campaign as putting a couple of drops of food coloring in oil, then shaking vigorously, until it's all uniform color. That's the point where the characters are ready for the paragon path - when the mundane (levels 1 - 10) threats have been contained, or driven off, and the threat behind the threat is revealed.</p></blockquote><p></p>
[QUOTE="Harshax, post: 4122710, member: 61534"] Fortified Inns are totally viable as a Point of Light - because of the adventurers. It also gives the DM some outstanding hooks for patrons, and control over his economy. Imagine a fortified inn between two semi-stable points of light. The DM can steer the party toward one of the two towns this inn bridges, when a seasonal caravan is overdue for several days. Travelers can come and go to give the settings a little dynamism. If you don't want your party to be constantly reliant on a sage, you can create a traveling monk who is criss-crossing the world trying to recover knowledge. He shows up every once in a while to give the party necessary clues, then he is off on his own. Rescuing him would have incentives of its own as well. You can also control access to equipment, magic, potions etc, by making them part of the caravans that frequently stop at the inn. I like this idea so much, I'm definitely making a fortified inn the party's home base. Just because there is a village and a giant, doesn't necessarily mean that their must be conflict. Particularly if the village is far from the mountains, or there is a tribe of orcs in the forest between them, or if the giant's brother was killed the last time they attempted to extort the village by a group of adventures a few years back. I don't really see that as a problem. It isn't like all the monsters are coaligned against the points of light. The gnomes have to deal with kobolds, the kobolds with orcs, the orcs with giants, the giants with dragons. When everything is in equilibrium, the orcs, giants, kobolds, or gnomes have enough time to go cause trouble for that point of light. If some meddling adventurers wipe out the kobolds in the hopes of protecting a point of light, it's up to the DM to show those pesky kids that the bigger can of wyrms are the Wyrms the kobolds were placating. I see running a Point of Light campaign as putting a couple of drops of food coloring in oil, then shaking vigorously, until it's all uniform color. That's the point where the characters are ready for the paragon path - when the mundane (levels 1 - 10) threats have been contained, or driven off, and the threat behind the threat is revealed. [/QUOTE]
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Points of Light approach to setting
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