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What makes a "Living" campaign?

Started by Nihilistic Mind, March 09, 2010, 11:33:37 PM

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Nihilistic Mind

So, I'm curious as to what you guys think about this...

What makes a "Living" campaign?

Is it the interaction with an overarching storyline spanning many gaming groups?

The influence of some/many/all gaming groups on the game world?

The interaction between characters/parties across the game world?
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Abyssal Maw

Are you asking in terms of what the "Living Greyhawk" and "Living Forgotten Realms" campaigns are?
 
The answer there is that it's a shared campaign world with multiple DMs and a large (multiple thousands) player-base. The player groups can interact because they are all considered to "live" in the same world.
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RPGPundit

Do you mean "living" in the sense of official stuff like "Living Greyhawk" "Living Realms", etc?

Or do you mean "living" in the sense of "Bob makes his campaign world really come alive!"?

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estar

Character Continuity

The ability to start a character and have the advancement and items remain with that character regardless of what group, DM, or venue you are at.

How well the shared universe is presented is just icing not the primary draw.

Thanlis

Quote from: estar;366004The ability to start a character and have the advancement and items remain with that character regardless of what group, DM, or venue you are at.

How well the shared universe is presented is just icing not the primary draw.

I agree. The better the universe, the more interesting the living campaign, but I think character continuity is the key point.

estar

Quote from: Thanlis;366011I agree. The better the universe, the more interesting the living campaign, but I think character continuity is the key point.

I think the presentation of the shared world would make a difference if there were any serious competitors to the current Living campaign of Wizards (now Living Forgotten Realms).

But what sucks people in the first place is the ability to take your character from game to game.

Thanlis

Quote from: estar;366014I think the presentation of the shared world would make a difference if there were any serious competitors to the current Living campaign of Wizards (now Living Forgotten Realms).

I hear good things about the Pathfinder Society. I do wonder if they're not hurting themselves by charging for the adventures -- that was Ryan Dancey's big idea for monetizing living campaigns, but it didn't work out so well for anything his company ran. On the other hand, there may have been other factors at work there.

Abyssal Maw

Quote from: estar;366014I think the presentation of the shared world would make a difference if there were any serious competitors to the current Living campaign of Wizards (now Living Forgotten Realms).


There's a few others out there. There's the Pathfinder Society (which could be thought as a "Living Golarion"), a Living Blackmoor type campaign, and I think L5R and Shadowrun have a living campaign as well.

EDIT: Thanlis scooped me. I had no idea they were charging money! Hey, isn't this what Jibba Jibba was advocating?
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Thanlis

Quote from: Abyssal Maw;366017There's a few others out there. There's the Pathfinder Society (which could be thought as a "Living Golarion"), a Living Blackmoor type campaign, and I think L5R and Shadowrun have a living campaign as well.

EDIT: Thanlis scooped me. I had no idea they were charging money! Hey, isn't this what Jibba Jibba was advocating?

Yeah, there are a bunch out there, I just don't think many of 'em get much play. Living Traveler, Living Arcanis, Wyrmstone, Legends of the Shining Jewel...

Abyssal Maw

I was kind of interested in Wyrmstone when it came out- (It uses FantasyCraft right now, but originally it was going to be 3.5) because they had a maxim that "no books are brought to the table". During the 3.5 era, that attitude was unique.

So I like their approach.


Their Campaign Rules sound like a lot of fun.
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Nihilistic Mind

Yeah, I'm definitely talking about Living campaigns as in Living Greyhawk etc...

I'm just trying to think of ways that could make it feel more interactive somehow.

I haven't played in living campaigns for any great length of time, at least not greyhawk/arcanis/pathfinder society, though I played a game here and there and never got a feel for what it meant to be in a "Living" Campaign.

I'm mostly trying to understand what makes these sorts of campaigns unique, and how they differ in terms of scope, etc. in comparison to your regular, local-GM-ran campaigns...

To me, the appeal would be if my character could influence things on a local level and have it be reflected in the game world somehow. That and the ability to take my character to other game tables and retain things I've gained, as estar mentions, though the former is more appealing to me...
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Thanlis

Quote from: Abyssal Maw;366022I was kind of interested in Wyrmstone when it came out- (It uses FantasyCraft right now, but originally it was going to be 3.5) because they had a maxim that "no books are brought to the table". During the 3.5 era, that attitude was unique.

So I like their approach.

Their Campaign Rules sound like a lot of fun.

Whoa, that's pretty smart. I really like the character portability option.

jibbajibba

Quote from: Nihilistic Mind;366024Yeah, I'm definitely talking about Living campaigns as in Living Greyhawk etc...

I'm just trying to think of ways that could make it feel more interactive somehow.

I haven't played in living campaigns for any great length of time, at least not greyhawk/arcanis/pathfinder society, though I played a game here and there and never got a feel for what it meant to be in a "Living" Campaign.

I'm mostly trying to understand what makes these sorts of campaigns unique, and how they differ in terms of scope, etc. in comparison to your regular, local-GM-ran campaigns...

To me, the appeal would be if my character could influence things on a local level and have it be reflected in the game world somehow. That and the ability to take my character to other game tables and retain things I've gained, as estar mentions, though the former is more appealing to me...


This stuff has been discussed at length in other threads but an issue with the wish for your actions to influence the larger world is that the 'living' adventures have to be instanced (to use an MMO term) if you are goignt o have 20 groups , or 100 groups running 'X1 - The Storming of the Bastile of Ice' then you can't allow the actions of any one group to influence the whole world. Its just like in an MMO where you can't kill the goblin king and expect him to stay dead because 30,000 other players want the chance to kill him as well.

You can take an overall effect of X1 being completed into mind when you design X2. But not all runs through X1 will be the same and the more radically different the less chance that it can feature so the one in which the rogue secudes the Frost Giant turns him human and marries him and spawns a new race is unlikely to be the conclusion that is built on in X2.

I think if a living adventure was small enough such that each DM was in contact with all other DMS in a formum and the adventures were genuine Sandboxes and not run simulateaously, so you had 10 locations and each one was only run at one time and the effect of that was then updated on to the location before it was rerun by the next DM, would work, but its really untenable and certainly woudl never work on anythgin like a comercial scale.

So the influence you have will be limited to that seen in an MMO which is to say your guild might get a popular rep and you might get known on a meta level but the ablity for the DMs to write your history into the world is goignt o be limited.

I suspect ... al suposition of course, AM hs the most exposure to this

(PS my advocating monetisation of the living experience was tongue-in-cheek though with the amount of cash WOW makes I still think it has a potential if done exceptionallly well)
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Abyssal Maw

Quote from: Nihilistic Mind;366024To me, the appeal would be if my character could influence things on a local level and have it be reflected in the game world somehow. That and the ability to take my character to other game tables and retain things I've gained, as estar mentions, though the former is more appealing to me...

It's definitely a challenge. We are talking about anywhere between 100+ to 25,000+ players. Allowing any of them to change the world is going to be a campaign management issue.

Here's how Living Realms does it, anyhow:

The adventures have questionnaires at the end that asked in general terms how things went. "Did the players kill the treacherous agent, imprison him, or did they even find out about his perfidy?".. that sort of thing. When the adventure gets reported back, the feedback goes along with it, and writers can look at  the overall impact of one adventure when they write the follow up. This is mainly to help the campaign staff and writers come up with adventures.

A second way is that there are player-driven organizations called Adventuring Companies. So if you want to have a thieves guild house, or a knightly order, or just a named adventuring party.. you could have that. Just declare yourselves a group, and you get a little bonus: an extra "group" action point which can be spent during the game. I have founded three Adventuring Companies so I can tell you a bit about these. Often there's a roleplaying theme that is used to create cohesiveness in the group. My latest project is an all-Drow house in the Underdark.

The third thing is that DMs can write their own adventures using a special template (because normally adventures within the Living Campaign are created by the campaign staff). These take place within the assumed continuity of the campaign.

Ok, so the challenge is this: how do we create continuity and still allow for portability.

And the answer (I think!) is those last two things working in sequence.

First, put on your player hat and form an adventuring company under the banner of the Adventuring Companies. So you put this together, and have this really cool flavorful player-created organization. Then you hand it off to someone who really is a player to manage.

Then you put on your DMs hat and write MyRealms adventures that focus exclusively on the activities of the Adventuring Comapny. Adventures can have maps and NPCs, so you use that power to create continuity and even detail out key npcs. You can even get into detail and put together the NPC relatives of each player character in the group.

Then you run the adventures.  100% custom content, but taking place under the banner of Living Realms

THEN when players want to take part in other living realms games, (let's say they go to GenCon or a gameday) their characters are still portable.
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jibbajibba

Quote from: Abyssal Maw;366038It's definitely a challenge. We are talking about anywhere between 100+ to 25,000+ players. Allowing any of them to change the world is going to be a campaign management issue.

Here's how Living Realms does it, anyhow:

The adventures have questionnaires at the end that asked in general terms how things went. "Did the players kill the treacherous agent, imprison him, or did they even find out about his perfidy?".. that sort of thing. When the adventure gets reported back, the feedback goes along with it, and writers can look at  the overall impact of one adventure when they write the follow up. This is mainly to help the campaign staff and writers come up with adventures.

A second way is that there are player-driven organizations called Adventuring Companies. So if you want to have a thieves guild house, or a knightly order, or just a named adventuring party.. you could have that. Just declare yourselves a group, and you get a little bonus: an extra "group" action point which can be spent during the game. I have founded three Adventuring Companies so I can tell you a bit about these. Often there's a roleplaying theme that is used to create cohesiveness in the group. My latest project is an all-Drow house in the Underdark.

The third thing is that DMs can write their own adventures using a special template (because normally adventures within the Living Campaign are created by the campaign staff). These take place within the assumed continuity of the campaign.

Ok, so the challenge is this: how do we create continuity and still allow for portability.

And the answer (I think!) is those last two things working in sequence.

First, put on your player hat and form an adventuring company under the banner of the Adventuring Companies. So you put this together, and have this really cool flavorful player-created organization. Then you hand it off to someone who really is a player to manage.

Then you put on your DMs hat and write MyRealms adventures that focus exclusively on the activities of the Adventuring Comapny. Adventures can have maps and NPCs, so you use that power to create continuity and even detail out key npcs. You can even get into detail and put together the NPC relatives of each player character in the group.

Then you run the adventures.  100% custom content, but taking place under the banner of Living Realms

THEN when players want to take part in other living realms games, (let's say they go to GenCon or a gameday) their characters are still portable.

But the stuff you are talking about is all local appart from an Adventures Guild which I guess get some central regontion like Guilds in WOW (I don;t liek them by the way as I don;t think the idea of an adventurer is immersive. My PCs are thieves, drunken fighters, homosexual hobbits or whatever, they have adventures but adventuring isn't a career for them). I doubt very much that if my play group founded a guild (even a large one that had 100 members across a couple of cities) that if i ran a series of games in which that guild managed to kill a recognised 'Living' NPC say the King of Samarkand and set up a republic that that change would be made 'official' I suspect the adventure templates you talk about actually limit this activity as a way of removing the risk of that event occuring (that is how I would do it, if I were going to do it). This is of course inevitable or a bunch of twats in some poxy town in Arizona could make their Players king of the world but for me it doesn't limit what you can do from a campaign perspective to a pretty linear kill things and take their stuff.
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