Lots of spoilers in this post. I’m going to quickly go through some of the new locations and their impact on the beginning of the game.
The Bridge
The bridge spans either one stream at all points, or many streams at single points. It’s left to the player to decide which interpretation they prefer. In either case, turning the wheel on the bridge causes it to shift location. The GM isn’t sure what to make of it.
Circle
A mysterious circle of flowers and mushrooms in the woods. Purpose unknown, probably some type of druid nonsense.
Alcove
A small resting place carved into the rock at the entrance to the Underground. No one has used it in a long time. I’ll come back to that.
Pier & The Split
An ocean pier on a beach, overlooked by a cracked mountain. The stream flows from above and ends in the sea. I don’t have a good justification for the pier yet; just seemed like a change of pace.
Bridge Ends
When the wheel is turned too far, the bridge loops back on itself endlessly. Dizzying but harmless. Probably.
The Underground
The underground is, I feel, something SRPG has been missing. Not a dungeon, exactly (though they’re staples of classic RPGs), but close. This area will tie into something later in the game, but I’ll leave that unspoiled for now.
Winding Stair
I like Zork. Also stairs are a good way to go up and down.
Great Hall
An abandoned room for feasts and parties. Ruined tapestries and scattered tableware indicate a hasty retreat or looting. The hall connects the other three regions of the underground, each of which attempts to teach the player something. I’ll leave those locations for another day, since I only have a vague notion of where I’m going with this.