the_sandbox
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the_sandbox [2020/02/04 13:34] – andrew | the_sandbox [2020/06/25 14:33] (current) – subheading andrew | ||
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====== The Sandbox ====== | ====== The Sandbox ====== | ||
- | Procedures of Play in the Eldritch Earth Campaign | + | //Procedures of Play in the Eldritch Earth Campaign// |
- | Rule One: You are an adventurer because you feel a strong call in your bones to adventure. The boredom of a calm life doesn' | + | You are an adventurer because you feel a strong call in your bones to chaos and exploration. The boredom of a calm life doesn' |
- | + | ||
- | Conceptual Introduction (draft): | + | |
Players should be aware, it is their job to decide what will happen in a session. | Players should be aware, it is their job to decide what will happen in a session. | ||
- | For example, there is Bandit | + | For example, there is [[harrisburg|bandit |
+ | |||
+ | Each place of possible adventure on the map will have a " | ||
+ | |||
+ | Experience advancement comes only through spending money. If gaining levels is the most important thing to you, you need to get gobs of cash. But, if you'd rather establish a reputation as the greatest singer in the land, you could spend your time in that sort of thing. | ||
+ | |||
+ | |||
+ | ===== Session Procedure ===== | ||
+ | |||
+ | * Players may choose an adventure goal ahead of time and arrange that with a GM at least two days before the game session | ||
+ | * For example "We want to go to the Cavern of Screaming Dung" | ||
+ | * Such an arrangement, | ||
+ | * If no adventure goal set, players will begin in [[Jorvikburg]] where they can roleplay coming up with a plan | ||
+ | * If no plan is forthcoming, | ||
+ | * The spotlight will keep rotating until some coherent action happens | ||
+ | * The session ends at 8:45 with the player characters "back home" in [[Jorvikburg]] one way or the other | ||
+ | * Returning home may require one or more [[travel# | ||
+ | * Unless the players have other plans or actions actions such as months of crafting or training, weeks of ability score healing, or other endeavor, two game weeks pass between each games session as in life\\ | ||
+ | * Players may have several active characters in the campaign, but may only play one in any "party or expedition" | ||
+ | * All player characters should appoint an " | ||
+ | * Active characters of a single player may not pool resources under any circumstances, | ||
+ | * A player character does not gain any XP for wealth gained as " | ||
+ | * Any player character may do a side quest between game sessions if a GM is willing to accommodate | ||
+ | * Side quests may be carried out online, by email, or live as long as time and maintenance are tracked | ||
+ | |||
+ | |||
+ | ===== GM Responsibilities ===== | ||
- | Each place of possible adventure on the map will have a " | ||
- | Experience advancement comes only through spending money, so if gaining levels is the most important thing to you, you need to get gobs of cash. But, if you'd rather establish a reputation as the greatest singer | + | There are several roles that the gaming group should have for the campaign |
+ | * One GM should be "Time Master" | ||
+ | * Since XP is granted by spending gold, each character needs record all spending and submit it to the " | ||
+ | * One GM should be the " | ||
- | PROCESS SPITBALLS\\ | + | ===== PC Scale ===== |
- | - Players can set up adventure goal ahead of time: e.g. we want to go to the Cavern of Screaming Dung, they are expected to arrange with DM ahead of time (at least 2 days before game session)--if it is so done, XP bonus for session (???)\\ | + | |
- | - If no adventure goal set, begin at the table in the HQ building, come up with plan from Action Map. \\ | + | |
- | - If no plan, lighting rounds for each player, keep rotating until some coherent action happens, or keep rounding\\ | + | |
- | - Session ends with players "back home" | + | |
- | - Unless the players have other plans/ | + | |
- | - Players can have several active characters in the campaign, but only 1 in any "party or expedition" | + | |
- | - But, each character should have an " | + | |
- | - Side quests: my character can do a side quest, if a DM is willing to accommodate, | + | |
- | - One DM should be "Time Master" | + | |
- | - Since XP is granted by spending, each character needs to put all spending for a session on a card and give it to a DM for the XP to be credited. | + | |
- | ----- | + | As player characters advance, any new player characters starting at first level will make for a challenging game to play for GMs. To address this problem, the campaign will add a " |
- | ====== Design Notes ====== | + | ===== Adding New Players |
+ | The campaign may add new players every so often. These players may choose to play a trusted henchman for a session if they are just " | ||
- | //I like the idea of just doing lightning rounds until something interesting happens!// | + | ===== Replacement Player Characters ===== |
+ | Players may lose their player character to death, insanity, or maiming. Similar to when new players are added to the campaign, when an existing player character dies all players may decide to roll up and play a new character in a session where a replacement character is generated. Replacement characters start at the level floor set by the sliding scale as decided by the GMs. | ||
- | //We should also have a conceit that all party members AUTOMATICALLY KNOW EACH OTHER. Even if they just know one another by reputation, they should at least be on speaking terms before meeting in the narrative. Now if they meet and hate each other AFTERWARDS, that's another story. However, I'm not about to GM a chance meeting of our party. That's just stupid. // | ||
- | //Maybe we create a table for how they met? Something like this?// | ||
- | * Met at a tavern where they shared stories | ||
- | * Met on an unrelated job | ||
- | * Met through a common acquaintance | ||
- | * Met casually but didn't put the name with the face until after they parted | ||
- | * Met while shopping, both wanted to buy the same unique item | ||
- | * Met over a common interest or field of study | ||
- | * Met while traveling and shared a campsite | ||
- | * Met in dire circumstances and relied on each other to survive | ||
- | * Met a long time ago and now are reunited comrades | ||
- | * Met a long time ago as they are distant kin | ||
- | //Do you think we could count on players to update the wiki with their spending/xp regularly? I really like the idea of players keeping track of that themselves and forcing them to at least look at all our hard work here.// | ||
- | //I also like the idea of the "Time Master" | ||
- | //When are new characters made to have " | ||
- | //I'm easy on whether we offer an XP bonus for having a plan in advance. As a GM I think that would be very helpful. I'm just not sure what a good bonus would be? Just 100 XP? Or 1/10 the XP to advance to the next level? // | ||
- | //If we have different players who want to do significantly different things, do we split the session? I'm thinking that just like the lightning rounds, that is exactly what we might do.// | ||
the_sandbox.1580823282.txt.gz · Last modified: 2020/02/04 13:34 by andrew