User Tools

Site Tools


campaign_intro

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
campaign_intro [2017/03/31 18:58]
127.0.0.1 external edit
campaign_intro [2018/08/24 14:18] (current)
kyle [Leadership]
Line 16: Line 16:
     - If everybody in a given group is invested in continuing a given adventure instead of cutting it short at the end of a session, then maybe we can work something out.     - If everybody in a given group is invested in continuing a given adventure instead of cutting it short at the end of a session, then maybe we can work something out.
     - Otherwise, we'll probably just hand-wave the return trip if necessary, and roll dice to see if you made it back okay or not.     - Otherwise, we'll probably just hand-wave the return trip if necessary, and roll dice to see if you made it back okay or not.
-  - **We'll try to avoid time-fuckery.** Let's say Alice and Bob both go on an adventure together that takes one week of game time. The next session, Alice's player can'make it and Bob goes on another adventure with different group that lasts for three weeks of game timeThen the next session, Alice's player returnsWas Alice simply doing nothing for three weeks? Did Bob's adventure without Alice take any time at all? What's fairest? These knots get way, way more tangled the more players are added and the more in-game time passes. +  - **You can have multiple characters.** The game isn'about any individual hero, which actually gives you lot of freedomPlay an alt! Try new things! 
-    - To avoid this kind of temporal inconsistencythe passage of time in the game world will be linked to the passage of time in the real world. If your session lasts for a week of game time, then you are locked out from playing that adventurer again for one week of real time. I'll keep note of any lock-out dates+    - Characters can be retired after they've gone through at least one session. This gives bonus XP to any future characters you create and lets them become trainerspassing on some of their knowledge to any future characters that want it (including your own)
-    - Related: any places you visit with locked-out adventurer will also be locked out for the specified time (no other adventurers can go there or interact meaningfully with the site)This is to prevent adventurers engaged in different sessions from meeting each other and interfering with the established timeline+    - Characters can also die. Death is on pretty high shelf, but it can happenIf it does, your dead character is memorialized and future generations can study their life for a small amount of XP
-    - Having an adventurer be locked out doesn't mean you can't play in the proscribed time- just make another adventurer fresh at 5th level. In facthaving roster of multiple adventurers of different levels/specialties is completely OK and even encouraged for those that want to do it.+    - If you master an ability tree with one characterall your others get discount when purchasing abilities from that tree forever! Consider it an "account" unlock.
  
 ====== World Lore ====== ====== World Lore ======
Line 65: Line 65:
 ====== Leadership ====== ====== Leadership ======
  
-Because of the nature of an open game, the colony will not be under the direct control of any given player. Instead, there are three NPC leaders who are in charge. Each leader will offer different missions to the players, and completing a mission for a leader increases that leader'influence. At the end of each monthI'll take a domain turn by making decisions based on the proportional support enjoyed by each leader. +Because of the nature of an open game, the colony will not be under the direct control of any given player. Instead, there are three NPC leaders who are in charge. Each leader will offer different missions to the players, and completing a mission for a leader furthers that leader'agenda (or in other wordsadds progress to whatever project that leader is currently building).
  
 The unique circumstances at play mean that I'm going to set a rare metagame-level boundary/guarantee here: all three leaders are essentially good people. None of them secretly abuse puppies or accept bribes or plot genocides or anything like that. Any secrets they may or may not have that get revealed in play will not be the kind of secrets that invalidate your previous support for them (if any). This is because they are not just NPCs, but also representatives of separate philosophies of government. No such guarantee exists for literally any other NPC, of course. The unique circumstances at play mean that I'm going to set a rare metagame-level boundary/guarantee here: all three leaders are essentially good people. None of them secretly abuse puppies or accept bribes or plot genocides or anything like that. Any secrets they may or may not have that get revealed in play will not be the kind of secrets that invalidate your previous support for them (if any). This is because they are not just NPCs, but also representatives of separate philosophies of government. No such guarantee exists for literally any other NPC, of course.
  
 ===== Duchess Sarah Lavian ===== ===== Duchess Sarah Lavian =====
 +
 +  * **Mission Style:** Fighter (confront the problem head-on).
 +  * **Governing Priority:** Security
  
 The daughter of a provincial baroness with many enemies, Sarah survived her first assassination attempt at the age of twelve by putting a bullet from her father's gun into the chest of her would-be killer. She hesitated when pulling the trigger, and thus her twin brother is no longer alive. She will never hesitate again. The daughter of a provincial baroness with many enemies, Sarah survived her first assassination attempt at the age of twelve by putting a bullet from her father's gun into the chest of her would-be killer. She hesitated when pulling the trigger, and thus her twin brother is no longer alive. She will never hesitate again.
  
 Sarah attained the rank of Duchess through a combination of managerial skills and unorthodox tactics that won her the support of the common folk, but made her fellow nobles distinctly uneasy. It's no surprise that she was selected by the Empress for a posting far away from the imperial court... and the imperial seat. Sarah attained the rank of Duchess through a combination of managerial skills and unorthodox tactics that won her the support of the common folk, but made her fellow nobles distinctly uneasy. It's no surprise that she was selected by the Empress for a posting far away from the imperial court... and the imperial seat.
- 
-=== Agenda === 
- 
-^Homeland |"The last thing we need are a bunch of bungling idiots telling us how to run our colony from across the ocean. The most useful thing the Empress can do for the colony is keep her mouth shut and hands off." | 
-^Locals |"We should work to make alliances and defensive pacts with local demihuman tribes if possible. Any that insist on being unfriendly should be dealt with before they become a problem." | 
-^Development |"It is important to occupy as much territory as we can reasonably defend. Charting and claiming territory along with fielding a sizable force are priorities. We cannot provide anything for our people if we are too weak to keep them safe." | 
  
 ===== Hierophant Alan Stoneveil ===== ===== Hierophant Alan Stoneveil =====
 +
 +  * **Mission Style:** Mage (carefully study the problem).
 +  * **Governing Priority:** Authority
  
 Alan Stoneveil is problematic to the Church. He has several ideas that are troublesome to the existing social order (such as the abolition of forced indentured servitude or the use of tithing funds to build more orphanages instead of grander temples) and several others that border on outright heresy (such as the notions that demihumans may have souls or that certain clerical arts should be available for women to learn).  Alan Stoneveil is problematic to the Church. He has several ideas that are troublesome to the existing social order (such as the abolition of forced indentured servitude or the use of tithing funds to build more orphanages instead of grander temples) and several others that border on outright heresy (such as the notions that demihumans may have souls or that certain clerical arts should be available for women to learn). 
  
 Only two things have kept him from being stripped of his title and expelled from the order: the first being that he clearly carries the Goddess' favor, as he has mastered many of her more difficult miracles. The second and more relevant reason is that he is one of the Empress' nephews. Both of these reasons were used as excuses to ship him across the ocean and "solve" the Church's problem. Only two things have kept him from being stripped of his title and expelled from the order: the first being that he clearly carries the Goddess' favor, as he has mastered many of her more difficult miracles. The second and more relevant reason is that he is one of the Empress' nephews. Both of these reasons were used as excuses to ship him across the ocean and "solve" the Church's problem.
- 
-^Homeland |"Torquetum is the home of humanity, and we cannot turn our backs on our brothers and sisters in the Motherland. We are still and ever will be faithful subjects of the Empress." | 
-^Locals |"Humanity has always stood alone, and must continue to better ourselves on our own terms. We should be polite with other groups but avoid getting involved, so as to take care of our own people first." | 
-^Development |"We should build high, not wide. Our cities should be grand but few so as to avoid incursion into land already claimed by locals. The highest priority is to provide happy, healthy lives to our people- all other concerns are secondary." | 
  
 ===== Magister Bernard Osborn ===== ===== Magister Bernard Osborn =====
 +
 +  * **Mission Style:** Rogue (go around the problem).
 +  * **Governing Priority:** Prosperity
  
 Bernard came to power not through noble birth or privilege, but through hard work and unflagging enthusiasm. Born to a peasant family and gifted with a head for numbers and a rare knack for the Web, he built his first business around repairing Legacy artifacts and putting them to use in his local community. His experiences of life in poverty have made him both highly sympathetic to the common folk and a shrewd negotiator, despite the fact that his mumbled speech style makes him difficult to understand. Bernard came to power not through noble birth or privilege, but through hard work and unflagging enthusiasm. Born to a peasant family and gifted with a head for numbers and a rare knack for the Web, he built his first business around repairing Legacy artifacts and putting them to use in his local community. His experiences of life in poverty have made him both highly sympathetic to the common folk and a shrewd negotiator, despite the fact that his mumbled speech style makes him difficult to understand.
Line 97: Line 96:
 Nobody ordered Bernard to cross the sea. He came on his own in search of new opportunities in a new land, and he is determined to find them. Nobody ordered Bernard to cross the sea. He came on his own in search of new opportunities in a new land, and he is determined to find them.
  
-^Homeland |"The key to our relationship with Torquetum is to be useful enough to them that they are forced to be useful to us." | +Also, the commonly held story above is a complete fabricationMagister Osborn is actually a psychic grizzly bear masquerading as a humanYesreally
-^Locals |"We should open up active lines of trade with anybody who's willingWar is bad for businessunless it's between other groups than ourselvesThen war can be good for business." | +
-^Development |"There's no rush to claim land quickly, but anything we take we should never give back. Developing our economy is the surest path to success." |+
  
campaign_intro.1491008281.txt.gz · Last modified: 2017/03/31 18:58 by 127.0.0.1