Alternative traveling

Ideas and suggestions for game mechanics and rules.
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dergon darkhelm
Fionn In Disguise
Posts: 4258
Joined: Fri Jul 08, 2005 1:21 pm
Location: Cleveland, Ohio, United States

Re: Alternative traveling

Post by dergon darkhelm »

Curmudgeon wrote:
dergon darkhelm wrote:Agree with T-ice

Simple: Riverboat in RM, HH, RWK,Silvy, Sundabar ...... walk onto boat .....pay your 10,20,30,40 gp depending on distance..... walk through Portal AT....... ??? ...profit.

Done and Done.
Silvy - Sundabar would be difficult and dangerous, as there are a few canonical obstacles along that stretch of the Rauvin River: the Striding Giant Rapids between Silvy and Everlund (which we'd still like to put in the mod someday); another set of rapids between Moon Pass and Sundabar; and no small number of goblin and orc tribes along the route.

The Rivermoot - Silvy stretch, though, is relatively smooth going, with banks broad enough for towpaths where needed.
Agreed ....adding Sundabar to that list was perhaps a bit non-canon. Just trying get the dwarves of Felbar into the mix.

But perhaps that isolation is healthy.
PCs: NWN1: Trailyn "Wayfarer" Krast, Nashkel hayseed

NWN2: ??

gsid: merado_1
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Audark
Owlbear
Posts: 550
Joined: Thu Oct 20, 2005 7:27 am
Location: Hamilton, Ontario, Canada

Re: Alternative traveling

Post by Audark »

I like the RM, HH, Silvy route, perhaps something to facilitate the dwarves getting down from felbarr, but that is a dangerous route so I don't know.

I'd not argue with any implemented system beyond the fact that I believe some ares should remain difficult to travel to. Also the instanced areas seems like one hell of a lot of work, for a system that would lead to complications and difficulties. I think, wherever possible, simple trumps complicated. We only have limited volunteer time, so huge overhauls seem a little unnecessary when that time can go to bettering player experiences in a dozen little ways, from custom items, to campaign areas, to working on new servers.
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