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Travel and content generally don't work very well together unless you mean "go to a location, complete the quest you came for, and return." The GM often faces a choice: either create one well-developed location with plenty of content or several locations, each with only 1-2 quests (plus, optionally, some kind of shop). The same applies to freedom of action (but it goes hand in hand with travel if the latter is not part of a scripted main quest), as it can be difficult for the GM to anticipate all the ideas that players will come up with, while players can easily pass by a pre-prepared and well-developed questline. Free-travel games, especially in the format of expeditions, imply a considerable amount of improvisation on the part of the GM, while limiting the setting to a specific city/region and having players belong to one of the factions allows more time to be devoted to developing the city, its inhabitants, and the quests available to the players.