09-16-2024, 05:01 AM
Grey's player
I like having a place in the world that feels like it isn't always on fire. Drama can be good fun, so can conflict, but in my time on the mainland it felt like a pre-match PUBG lobby where I couldn't go five seconds without tragedy smacking me in the dome. The isolation of island nations does offer PCs a place to go to actually, you know, chill, and be able to forge some meaningful connections with others because they aren't in a continual life or death struggle nonstop.
In fact, during one of Grey's hardest, lowest moments in his story, when he was at his worst place mentally, he retreated to the isles specifically to rest and hide out because it's so out of the way.
That being said the island does serve mostly as a gathering hub for roleplay, without significant resources. There's no ores on islands, for instance, and no wilderness ambushes. The seas are safe to travel. Having safe/dangerous areas of the map segmented out a bit is neat. The community is definitely the best part, since you all live right next to each other.
I think generally Islands are very strong as a hub for development, an idea that you have a safe sanctum away from the continent's madness, and yet- there's no real resources here, so you have to go brave the no-man's land of the wilds for resources at some point. Seeing more development of the islands towards that idea of an isolated sanctuary sounds fun. The limited space often provokes a tight and cozy feel one built right, people have to work harder with less space! On the other hand, that also can limit how many people can live on an island. Nilhirra is overcrowded, Ariltors had room for a singular building.
I like having a place in the world that feels like it isn't always on fire. Drama can be good fun, so can conflict, but in my time on the mainland it felt like a pre-match PUBG lobby where I couldn't go five seconds without tragedy smacking me in the dome. The isolation of island nations does offer PCs a place to go to actually, you know, chill, and be able to forge some meaningful connections with others because they aren't in a continual life or death struggle nonstop.
In fact, during one of Grey's hardest, lowest moments in his story, when he was at his worst place mentally, he retreated to the isles specifically to rest and hide out because it's so out of the way.
That being said the island does serve mostly as a gathering hub for roleplay, without significant resources. There's no ores on islands, for instance, and no wilderness ambushes. The seas are safe to travel. Having safe/dangerous areas of the map segmented out a bit is neat. The community is definitely the best part, since you all live right next to each other.
I think generally Islands are very strong as a hub for development, an idea that you have a safe sanctum away from the continent's madness, and yet- there's no real resources here, so you have to go brave the no-man's land of the wilds for resources at some point. Seeing more development of the islands towards that idea of an isolated sanctuary sounds fun. The limited space often provokes a tight and cozy feel one built right, people have to work harder with less space! On the other hand, that also can limit how many people can live on an island. Nilhirra is overcrowded, Ariltors had room for a singular building.