SamhainIA wrote:
PCI_StatMonkey wrote:
In a living campaign we need a structured system for buff spells and so on.
I disagree on a fundamental level here, the more rules you put in place in a living gampaign about what a hero
may do, the more you are tying a GM's hands to be bound by said rules.
I personally see this point as the largest difference between 2e D&D and 3rd ed D&D (please note I'm not disparaging either system here), the control of how the game flows and is played in 2E was largely in the hands of the GM but that changed to be largely in the hands of the rules. The rules were enforced(?) by the person(s) that knew the rules best, and a lot of times that was not the GM.
Instead I think what we need are guidelines for GMs on how to deal with scenes and what the ideas behind them are. Scene, probably one of the most important concepts in ARPG, doesn't have a write up (that I can recall, or find easily), and then using the example of the person that wants to adventure with a maximized heighten senses all the time and various ways for a GM to deal with that.
But we have a fundamental difference between a home game and a living campaign.
In a home game the scenes are crafted by the chronicler, he controls the pacing and knows what his heroes are capable of. He also has the ability to make adjustments on the fly.
Chronicles in the living campaign should have some of the same ability to make adjustments on the fly, to challenge the players or tell a good story. But the design of those encounters are out of his hands, he has no way to pace the story or to brake it up.
He may come across a scene that mixes together traveling to a location and the exploration of that location, something that
should be two scenes.
What we would like to pushing for is very NOT 3.5 "living campaigns"... we don't expect every table to be the same and every experience to be the same. Even though this is a living campaign we do not expect our game masters to be atomotons who simply read box text and roll dice.
I can keep going, but as you can see.. this is a campaign issue touching upon campaign topics.
I have a feeling that once we get into the meat of the situation you may see mods take a different form and start to really take advantage of the scene "mechanic".
but for now we need to give the living campaign some guidance on how to handle "in between scenes (which would never take place in a home game) or "extended scenes" where a writer mistakenly combined two distinct scenes into one, and how they interact with spell casting.