Zones instead of road timers: journeys, flights, meeting stone
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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README.md
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README.md
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@ -27,15 +27,18 @@ Prototype. The first slice: levels 1–20, two zones, one dungeon.
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- **Questing:** 24 quests with Classic's names and chains, from Kobold Camp
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Cleanup to The Defias Brotherhood. Kill, loot (quest items only drop while
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you're on the quest) and travel objectives; rewards are a choice of gear.
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- **Travel:** places are joined by roads that take real minutes. Hunts are
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where the mobs are, quest givers stand where they stood in Classic, and the
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dungeon door is in Moonbrook.
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- **Zones, not maps:** a zone is one page. Every hunt, quest giver and vendor
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in Elwynn is a tap away, grouped by subzone (Northshire, Fargodeep Mine,
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Forest's Edge…). Getting to Westfall is a journey: a fight at each stop on the
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Westbrook road (the garrison, the bridge, the Jansen Stead), with a chance of
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meeting Mother Fang. Die on the road and you wake where it began. Once you've
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made it on foot, the flight master takes you back and forth for 50c.
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- **Idle:** start a hunt and leave. You fight, rest and fight again for up to
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12 hours, finishing quest objectives as you go. Three deaths in a row and you
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stop.
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- **Dungeons:** the Deadmines, nine pulls and five bosses, for a group of
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2–5 (packs shrink for smaller groups). Everyone meets at the door; the leader
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leads you in and can pull early. Bosses give every player their own loot roll
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2–5 (packs shrink for smaller groups). The leader summons everyone from the
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meeting stone in Westfall and can pull early. Bosses give every player their own loot roll
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at gear they can use.
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- **Gear:** seven slots, cloth/leather/mail by class, Classic-style generated
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greens (`Rough Leather Boots of the Monkey`) and named blues from the
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