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*Pathfinder & Starfinder
Points-of-light is not just for post-apocalyptic fantasy
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<blockquote data-quote="erf_beto" data-source="post: 3847885" data-attributes="member: 47533"><p>It could be post-apocalyptic, but not Necessarily. </p><p></p><p>And commercially speaking, points of light is great*:</p><p></p><p>So kingdom A, presented in Dungeon #X is a point of light. You like it? Place it south of your homebrew point of light - with just a small portion of the 'sea of darkness' to cross, maybe a mountain range or heavy forest. The adventure module H5 is great, so you put it next to kingdom B, the point of light from Dragon #X wich you thought was perfect to explain the evil clerics travelling to kingdom A in the first place. And if your best japanese friend creates an oriental setting, you can say it's located east of point of light number two.... get it? It grows on its own.</p><p></p><p>It reminds me of Final Fantasy Tactics Advance, on the GameBoyAdvance: the world map starts only with the roads and conections, but each stage you get to place one icon, representing one particular spot. ("So the plains go on n.15, and the caste goes on n.9... oh, wait, better go with n.3 for that... it's near the town at n.1")</p><p><img src="http://faqsmedia.ign.com/faqs/image/astroboy_fftadv_edit.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>It's patchwork, really, but it's easy and fast to do - just the thing new DMs need. It feels horrible to read over 600 pages in the core books and after that create an entire world, with maps, kingdoms, political relationships, Gods and religion, etc etc etc. And when you're done creating plot hooks, pick one up and populate the dungeons... They'll probably just go play WoW...</p><p></p><p>*for WotC, that is. They will probably come up with a "new core setting", just give-em time to publish enough material and sew them together.</p></blockquote><p></p>
[QUOTE="erf_beto, post: 3847885, member: 47533"] It could be post-apocalyptic, but not Necessarily. And commercially speaking, points of light is great*: So kingdom A, presented in Dungeon #X is a point of light. You like it? Place it south of your homebrew point of light - with just a small portion of the 'sea of darkness' to cross, maybe a mountain range or heavy forest. The adventure module H5 is great, so you put it next to kingdom B, the point of light from Dragon #X wich you thought was perfect to explain the evil clerics travelling to kingdom A in the first place. And if your best japanese friend creates an oriental setting, you can say it's located east of point of light number two.... get it? It grows on its own. It reminds me of Final Fantasy Tactics Advance, on the GameBoyAdvance: the world map starts only with the roads and conections, but each stage you get to place one icon, representing one particular spot. ("So the plains go on n.15, and the caste goes on n.9... oh, wait, better go with n.3 for that... it's near the town at n.1") [img]http://faqsmedia.ign.com/faqs/image/astroboy_fftadv_edit.gif[/img] It's patchwork, really, but it's easy and fast to do - just the thing new DMs need. It feels horrible to read over 600 pages in the core books and after that create an entire world, with maps, kingdoms, political relationships, Gods and religion, etc etc etc. And when you're done creating plot hooks, pick one up and populate the dungeons... They'll probably just go play WoW... *for WotC, that is. They will probably come up with a "new core setting", just give-em time to publish enough material and sew them together. [/QUOTE]
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