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  1. Just a thought on a more organic method of marking out quests, giving directions and adding to the atmosphere and depth of the gameworld. Between cities we have milestones, giving distances to local points of interest, cities, shrines, battlefields of yore etcetera. So that we know we are on the correct path and do not need quest markers or glowing exclamation marks, we can just follow the simple directions we have been given. And if a path or trail is not marked, is that not intriguing in and of itself. Signposts could also mark the way at crossroads, perhaps with shrines for the prayers of passing pilgrims, the grisly gibbet of condemned criminals, or a toll house for the upkeep of the highway. All serving to give directions, while enriching the world, rather than a glowing mark in some far off spot. Street names so that instead of going to the marked house, we look for a hovel clinging to the side of Woedica's temple on Aedyr avenue. Venturing forth to beard the bandits in their lair we are advised to take Goodroad Gate, and the well maintained and travelled highway stretching beyond it. Famous events, heroes and peculiarities could be reflected in the streets names, so that in travelling them we learn more of the local culture, history and peoples. In time hopefully we come to know these locales as well as we do the Strip, Sigil, Mulsantir or Athkatla, and can quickly follow directions without the need to ask or be directed. That being said, random encounters that are not with monsters or peddlers, but simply a farmer leaning on his gate or a goodwife putting out her washing, might be perfect opportunities to gain directions. Local points of interest, warnings, rumours and such might also be passed on, all while serving to reinforce the atmosphere of the locale. Thoughts?
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