Hey all, There's a fair bit of discussion about the forth coming treasure map changes, and I wanted to throw out there a basic idea I've just had as to how they could be improved as an experience first; I have my own thoughts on the potential loot changes, but as we've not seen all that they could possibly lead too yet, I wanted to hold fire on that for now. However, I think we can all agree that either just recalling to a spot, or targeting a shovel onto a map and then square after empty square isn't all that exciting an experience really. Instead, how about the following... and all suggestions for tweaks are welcome! When you first try and decode a map, you roll against your cartography, and succes gets you the following screen (quickly mocked up) What does this mean? Only part of the treasure map is decoded, as well as a generated message hinting at a spawned NPC (or one that temporarily becomes a quest NPC) somewhere else on the map who will have the next clue for you. At this stage, you can follow one of three paths; you can either try and locate the chest manually yourself from just the little bit of map decoded so far. The "Pure" treasure hunter, if you will. Or you can roll against cartography again and again, for a very low chance of revealing the next part of the map. Or you can locate the NPC.... So where does the above clue point? Well in my quick example, it points to let's say the "Pearl Of Trinsic" Jewelers in Trinsic. Inside you find Bob The Npc. Does he talk to you? Does he go wild and attack you, to protect his treasure? Perhaps he asks you to open a lock for him, in return for which he'll give you the next clue? Or perhaps he requires a Puzzle type challenge to be completed, like the many already in game which also use lockpicking? Randomize the encounter, and once it's complete, another square on the map is revealed, and the next step of the quest is written onto the map... so you're getting an individualised history of the treasure hunt! "I beat up Bob, and his dying words were 'Curses, now I'll never again kiss me sweet honey pot Sharola...' " it could say next. "The Honey Pot" is (of course ) in Skara Brae... so off we go again! What sort of adventures could you have? Well I'd tend towards escalatingly difficult ones, for the sheer sake of drama and entertainment; and I'd also tend towards having small, unique rewards for each step to counter balance the extra time taken to locate the chest if you go the more complex route... I suspect that eventually, even with just a small and random piece of map revealed each time, clever people will find a way to set up a puzzle solving archive and we'll be back to the just-recall-in-and-pop-it method; but let's say after beating up Bob, you get a minor artifact reward for doing so ("Bob's Bola Balls" maybe on his corpse, or "Bob's Book O'Bobuko Beating" for beating the challenge board)... collect the set from each random steps completion! On we go, meeting next a tougher host of Pirate NPCs on one of the stationary ports in town, and raid their boat to wrest another piece of the map from them... or defeat a dragon to find in his hoard a ring that glows the closer you get to the treasure ... anything you can think of basically to tell a little story of slowly gathering more and more accurate information. And once the final map square is unveiled, from what ever final event we have experienced, the treasure pin is put in to mark the exact spot... and with our now complete little personal map-story, and some minor extra rewards, we go to get the chest, with all the usual attendant spawn. This is only a rough idea, but what does everyone think so far?