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> If I had to pick a second fondest aspect of the game, I'd probably say Rune Books. You could "mark" runes in the game with a spell, which coded that rune with the location you were standing in when you marked it, which you could then place in a book. You could then travel back to that exact location at will, at the cost of a spell and its required reagents

I'm glad to read this. I thought of a similar system for a space game involving "beacons" and "quantum entanglement." In a space game, one could have billions of procedurally generated locations, so exploration could become an ongoing industry. (And I have a clever user-generated content mechanism for why people would care about exploring countless locations.)



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