- The quest exception is for the times when a quest calls for movement to another location. If you are moving around for your own reasons, this does not apply. The reasoning behind this is so a GM can plan events to occur along the way.
- The combat exception is for instances where characters are attacked from other connected locations (applicable for specific abilities and weapons). The attacked character must move to the attacker if he/she cannot return fire at a range.
- The escape exception is so escape from battle is still not guaranteed. The character must move to another region not stated as a "connection region" to fully escape. Once the character reaches such a region, he/she is allowed to "disappear" by leaving and showing up at a more distant place.
- Planar travel will continue because it isn't as straightforward as other kinds of travel.
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This doesn't mean that a character is everywhere at once. To move around, the character must continue to post "leave" and "enter" threads, but just in the region from which you're leaving and the region to which you're headed. You must verify that your character can physically reach the destination! If there's a blockade, for example, you're going to need to fight through it. Also, don't think of jumping through sea or space without having an appropriate ship (unless there is a free shuttle or ferry that could be used). Also, if you don't meet the requirements to pass through a region (such as a certain post count or a rebreather), you cannot reach anything on the other side unless another way exists.
Of course you can still move around if you wish, for roleplaying. Remember that "connection" regions are usually just wilderness regions in terms of the story... they're physical places. They can be used for quests or anything else, just as with towns.
Anyway, hopefully this makes DS a little more accessible, and a bit less tedious. We'll see, it's an experiment.
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