Last night I started working in a scenario where travel by sea is needed. However, by the time you reach this point in the campaign there’s a possibility you’ll have already spent most of your money. GMs could use this point to create quests, or even have players use their brain to coordinate a way around it. Depending on the group this scenario could drastically vary from one to another. There’s also real world physics coming into play during various settings. Below is a brief description of the world physics including, gravity, its moon, and other important facts. This will help calculate travel distances similar to real life.
Land area: 124.3 million km²
Distance from Sun: 155.2 million km
Moon: Xanadu, 1/4 size of Ezora
Mass: 5.497 × 10^22 kg
Radius: 5,868 km
If you compare it to Earth, there’s a slight variation in mass. Its moon will also play a big role in the adventure.
Inclusion, divercity, and wit. The world won’t be so easy on you.
Below is another example of how the book still offers a solo friendly campaign, even though the ideal amount of players will range from 2 to 5, larger parties are discouraged but not impossible to work with. The perfect setting would include a GM, and a party of 4 to 5. Lone wolves discouraged, if you choose that path you’re better off soloing.
The page below depicts how the party will run across many obstacles that will involve further thinking. There’s no “right” way of doing things, outcomes will vary. The book will give you coordinates to follow, but players are always free to create havok in every page. With so many spontaneous event calls, it’s unlikely anyone will feel railroaded.