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Uncivilized Area

3,094 bytes added, 13:58, 8 January 2021
Rooms in the UA are in a constant state of flux, making no two trips between towns and intersections the same and affecting every aspect: the room types and states of decay, the contents of each room, and even the number of rooms separating you from your next destination. There is no known explanation for this constant state of flux; the most widely-accepted theory is that an unknown '''chaotic force''' is responsible for it.
The [[Scientific Community|Theoretical Science Team]] has theorized that the effects of the chaotic force can be repelled by settling communities and gathering people in the same area. This results in the formation of a new [[Civilized Area]], such as a [[town]] or an [[intersection]]. A controversial theory suggests that people who live in the UA for extended periods of time may be exposed to the chaotic force, resulting in the development of mental issues and aggressive, self-destructive behavior. This theory may explain the amount number of hostile creatures living in the UA, but it has not been definitely proven to be true, as there are many examples of creatures that do not exhibit hostile behavior.
= Traveling in the Uncivilized Area =
 === Choosing a destination ===A traveler will find themselves in the UA if they step south of any town's [[Town Entrance|Gap corridor]], or through an open exit in an [[intersection]]. If leaving a town, the traveler may have to choose their intended destination, depending on the number of other towns and intersections directly connected to the one they're leaving. If leaving an intersection, each open exit corresponds to a destination. Check the maps on [[Civilized Areas|this article]] or the infobox on each individual town or intersection.* '''Example:''' When leaving [[Arnett]], there are three possible destinations: [[Elkins]], [[Semitas]], and [[Intersection 09]]. === Traveling route ===Right before entering the first UA room of the trip, the player will be prompted to choose between one of three (wipor four) '''traveling route''' options. * '''Fast''': The fastest route. Medium danger level, average potential loot.* '''Safe''': The safest path. Lowest danger level, lowest potential loot.* '''Deep''': The long way. Highest danger level, highest potential loot. The GM has the possibility to offer a fourth option:* '''Skip''': This is a "fast travel" option, which skips the UA entirely. No loot is found, no enemies are fought, no creatures are met, no resources are expended, and no rooms are seen or explored. In exchange, the next destination is immediately reached and 1 [[time]] period passes. {{GMTip|tiptext=Skipping the Uncivilized Area takes away about half of the fun of playing MazeWorld. At the same time, I understand the usefulness of not having to deal with randomly generated rooms and potential fights standing in the way of your next destination. Therefore, instead of taking away skip travel entirely or keeping it in the hands of the player, the possibility to skip should depend on the GM instead. Here are a few suggestions on how and when to offer skips to your players:* '''Treat it as a reward:''' As a reward to good roleplaying, good fighting, wrapping up an arc or a story, or anything you can think of, you can give players a "ticket" to skip a UA trip at any point in the future. They can even be banked and saved up, although I strongly recommend enforcing an upper limit as well.* '''Limits per session:''' You can enforce a limit of 3, 2, or even 1 skip per session, depending on the length of your typical sessions. This should encourage players to use their skips wisely.* '''You're the GM, you decide.''' This is a non-exhaustive list of suggestions. If you have other ideas or if you want to do it another way, have at it.}} === Room-by-room traveling === (WIP) Once the traveling route has been decided... (WIP) The GM will then randomly generate 3 options, known as the '''next doors''' or simply the '''doors'''. They will then prompt you to choose between the left door, front door, or right door, showing you partial information on each room that lies behind: * '''Roomstyle:''' What type of room it is, which can influence loot. Some rooms may also possess shortcuts or detours, which * '''Decay level:''' ... (WIP)
[[Category:Locations]]
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