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campaign_intro [2017/06/25 11:58]
kyle
campaign_intro [2018/08/24 14:18] (current)
kyle [Leadership]
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     - 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 ======
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 ====== 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.
campaign_intro.1498413537.txt.gz · Last modified: 2017/06/25 11:58 by kyle