In my vast wanderings of the island of Gobaith I started to think about the the terrain our characters walked upon. Right now there are stone pathways expanding all over the map from one town to the other and from one popular area to the next. But there is something the island of Gobaith is missing greatly in my opinion and that is dirt pathways and trails. The concept is simple secondary areas that are traveled often but not as often to be paved could have a dirt trail which will allow your character to walk more efficiently compared to the wilderness. Areas could include: from the harbor of Tol Vanima to the main structure and from the harbor up the north west coast to the carpentry merchant, then in mountainous regions such as Silverbrand that wind around their impressive mountain top, also in Varshikar's mountainous area near the orc's dwelling. Even perhaps through some of the southern forest. Trails could even be formed in areas like the graveyard.
Another benefit I think to this proposal is the newcomers. If there were a path leading to key areas such as the coal mine you could tell an aspiring miner to just follow the stone path north from Trolls Bane till you cross a bridge then turn left until you see a dirt pathway (or Trail) that starts heading north. And on the other hand it could be a warning tool. Say in the north woods where the goblins live a trail can be made with a sign "Warning" or in the southern forest a trail could connect the area with regular skeletons to the demon skeleton forest "Trail of the Undead".
Another reason I would like to see this implemented is for POs that have a bad sense of direction pathways could help the less fortunate navigate their way across the map and explore the furthest reaches of Gobaith without having to waste so much time on forest floors and mountain terrain.
Mobility
Moderator: Gamemasters
- Juliana D'cheyne
- Posts: 1643
- Joined: Sat Jan 06, 2007 9:14 am
- Contact:
Re: Mobility
Being one with a bad sense of direction, this sounds like a great idea. The worst part of traveling is the time it takes. With more trees and rocks in the forest it now takes even longer, this is less time for RP. It also discourages travel to other places, basically if a char was in one city, they would less frequently travel to another due to the time it takes, or the copper, the pathways would encourage more interaction. I can see the use of portals and teleporters, the copper they bring to the city is helpful, but don't think this would discourage their use. In addition, is there any reason why a harbor could not be added between the southern forest and Briar?HolyKnight wrote: Another reason I would like to see this implemented is for POs that have a bad sense of direction pathways could help the less fortunate navigate their way across the map and explore the furthest reaches of Gobaith without having to waste so much time on forest floors and mountain terrain.
Yes.. in the southern forest is... nothing. It is empty land, wilderness. Maybe it changes in future, but not with one single act from today to tomorrow. And the aim is to use the map. Not shortcuts (portals, docks) more and more. Narrows, long paths which has to be used to reach a special location.
To the paths in wilderness. I ready began something in this kind at the way to the lighthouse south of the northern forest. Only few patches of "old" streets, which leads to some areas. In this kind some few signs.
You told about the northern mine. A good example. I will add it there too. But no real path. Thats the task of the players to "build" them.. Some more proposals to other places?
To the paths in wilderness. I ready began something in this kind at the way to the lighthouse south of the northern forest. Only few patches of "old" streets, which leads to some areas. In this kind some few signs.
You told about the northern mine. A good example. I will add it there too. But no real path. Thats the task of the players to "build" them.. Some more proposals to other places?