I have of late been trying to navigate a path between three somewhat incompatible pressures in my gaming life: my group’s desire to play a fantasy sandbox, the knowledge that while the broader TTRPG hobby offers a number of easily accessible styles compatible with that mode of play I don’t get on with most of them, and the fact that I have been playing RPGs for a long time and have my own habits when it comes to building worlds, preparing sessions, and running games.
One of those habits is a preference for setting games where I live. Writing what you know may be a cliché, but basing things in your local area is a good excuse to immerse yourself in local history, a reliable source of the small details that make fictional worlds feel lived-in, and a generally enjoyable process in its own right. You get to twist your immediate environment, and your players get to see familiar places filtered through that distortion.

My current campaign is set in West Somerset. It began in an Elizabethan frame as a rejoinder to a game I ran last year, but in-world events led the group back into an alternate history in which I placed my take on Keep on the Borderlands. I had intended to finish that adventure and return to the earlier period, but the group have settled into this version of the setting and so I have decided to let it run, pushing them out from Taunton towards the Exmoor littoral.
Given that the campaign now seems likely to linger in this space, I have found myself wanting a little more mechanical infrastructure and, in particular, a clearer sense of how characters change over time. For reasons I will unpack below, this has led me towards a series of “advancement paths” inspired by Celtic and Anglo-Saxon saints associated with this part of the country.
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