L4W Charter, Draft 2

covaithe

Explorer
The second post in this thread will be another draft of the L4W charter. The first draft was here. I have rewritten much of it, both for (what I hope is) clarity and to include decisions that have been made since the first draft.

Please read this carefully. I know it's long and dry, but it's very important to the success of the L4W project that we get this at least fairly close to right. The section on proposals is particularly important, since if we screw it up this time, that's how we have to fix it later.

I'll leave this open for discussion for a while, possibly allowing for more drafts. After a while (at least a week, but possibly longer if there's lots of discussion), I'll create a poll with two options: yes, accept this charter, or no, keep working on it. Unlike most proposals, which are decided by judges, anyone who has submitted a L4W character will be able to vote on this.
 

log in or register to remove this ad

covaithe

Explorer
L4W Charter

Living 4th Edition is a community campaign setting where a large number of characters can interact in multiple different adventures, campaigns, and stories. Multiple adventures run simultaneously with their own DM and players. What happens in one adventure can directly affect another adventure, and what happens in all of the adventures affects what is happening in the world.

Everyone

First, all regular rules for the message boards are in effect. If there is any confusion on this, consult the ENWorld FAQ or email any moderator.

In order to participate, we request that you set your settings on the message board so that an active email address is available to other participants in the game. This can be done by going to the My Account -> Settings and Options -> Edit Options -> Receive Email from Other Members. Allowing your email address to be made public is important because if your email address is private only, DMs and judges will have a much harder time contacting you.

Players

In order to play, you will need to create a character. As of this writing, players are limited to one character each, though that is expected to be increased at some point. A character is created using the guidelines defined in the Living 4th Edition Character Creation Guide. The details for character creation are contained there, and not on this page. Once your character has been submitted and approved, a link to the approved version of your character sheet will be added to the official Approved Character List.

Once your character is submitted, your character may enter the Hanged Man Tavern. The tavern is for characters in between adventures, and it is the most likely place for a new adventures to begin.
You may enter the tavern and even join adventures (with your DM's approval, of course) before being approved, but you cannot be awarded any experience until you are approved by two judges.

Once you join an adventure, you are expected to warn your DM if you are unable to post fairly frequently. Exactly how frequently depends on the DM, but most DMs prefer to be told if you cannot post for two or three days or longer. If you do not warn the DM, they may choose to exclude your character from some of the adventure's rewards, or even to dismiss them from the adventure.

When you are awarded enough experience to gain a level, you must re-submit your character using the same process as for the initial character submission: edit your character sheet in the wiki and email the judges, including a link to your character sheet, notifying them of the level increase. As with initial submission, you may continue playing before the approval process is complete, but cannot receive any more experience until the level up is approved.

Dungeon Masters

A Dungeon Master of some kind is necessary for any adventure, even an extremely short vignette. In order to start an adventure, the DM must request that the current judges in charge of adventure approval approve the adventure. Any adventure needs to submit the following information in order to be approved:

1) Who are the players: This can be a specific list or this can be a description of what kinds of characters are likely to fall in line with this adventure.
2) What is the story: What is the story of the adventure itself? What are the events that lead up to How is victory achieved or defeat met?
3) What is the background: Describe the setting, the people, and the motives that make this adventure.
4) What is the challenge: Specifically, what encounters, skill challenges, and roleplaying challenges will the players encounter? You don't need to completely spell out every encounter, but you should indicate where in the adventure the encounters lie and give a basic description and indicate how difficult they are meant to be. Example: "After defeating the animated waterbed, the PCs must escape the haunted boudoir by fighting their way through a series of trapped corridors while spectral French maids emerge from the walls and pursue them with diseased feather dusters. This encounter will be 2 levels above the PCs level".
5) What are the rewards: What kinds of rewards are there to be found? Fame, money, magic, and experience should all be expressed here. Anything that can be a reward is important for the judges to see. At a minimum, describe which treasure packets and the total amount of experience from encounters that PCs can get.
6) How long is the adventure expected to be? E.g. a long campaign, a medium length adventure, or a short vignette with only a few encounters. DMs new to play-by-post gaming are strongly encouraged to run a few vignettes and short adventures before trying their hand at a longer game.

The things we're looking for in an adventure proposal are basically as follows. First, to make sure that the DM isn't planning anything too unbalancing or destructive, like handing out a bunch of +5 vorpal swords to level 1 characters or having an army of undead dragons invade Daunton. Second, to make sure the judges have enough information about the adventure that if the DM were to suddenly disappear, a judge or substitute DM can step in and finish the adventure. Third, to make sure that any new setting details or NPCs you introduce are compatible with the rest of the living world's setting.

Submitting an adventure proposal does not mean that a DM can't improvise. No plan survives contact with the enemy, and no adventure outline survives unchanged once the players start posting. DMs are expected to use their judgement and adapt to player actions throughout the course of an adventure, and there is no need to re-submit if a DM changes plans in response to players.

DMs are not as limited as players in terms of what sources they may use. Feel free to use monsters from non-approved sources, or custom monsters, as long as they fall within the DMG's guidelines for customizing monsters. When in doubt, consult a judge. The exception is items; if you intend to have items in your game that might possibly fall into the players' hands, they should either be from approved sources or you should clear them with a judge first.

When an adventure is approved, then the DM can begin recruiting if necessary. The Hanged Man Tavern is the usual place to go to find a party of adventurers, though the DM may arrange a different beginning by discussing it out of character in the discussion thread. The DM need not take all comers, they may choose as they see fit from among the characters who express interest. After the adventuring party is formed, the DM needs to find a judge that is not playing in that adventure to watch the adventure. This judge has the responsibility to step in if the DM disappears, and can override the DM if necessary. (This should be very rare, and would only happen in response to abuse by the DM.)

After the adventure is completed, the DM will give final awards for experience and treasures, and resolve how the PCs leave the adventure if it is site based. If there is an option for a continued adventure, it is important to plan for some players to be able to leave and for new members to join a group, because this is the nature of the forum.

Time Experience
To help compensate for the slow nature of play-by-post games, characters earn extra experience simply for participating in an adventure. The amount is calculated so that it would take 12 calendar months for a player to advance a level solely by time XP. Thus,

1st level characters gain 83xp per month of adventuring.
2nd level characters gain 104xp per month for adventuring.
3rd level characters gain 125xp per month for adventuring.
4th level characters gain 145xp per month for adventuring.
5th level characters gain 166xp per month for adventuring.
6th level characters gain 208 per month for advenuring.
7th level characters gain 250xp per month of adventuring.
8th level characters gain 291xp per month of adventuring.
9th level characters gain 333xp per month of adventuring.
10th level characters gain 458xp per month of adventuring.

DMs may choose whether to withhold time XP until the end of an adventure, or award it during the course of an adventure, as they see fit. Time XP during an adventure should only be given for complete calendar months; a 1st level character should not be awarded 8 xp for 3 days of adventuring except at the conclusion of an adventure.

DM Credits

In order to reward DMs for their essential contribution to the community, DMs earn points for the successful completion of an adventure. These points, called DM points, may be redeemed for a month's worth of Time XP for the character of the DM's choice. A DM earns two points per complete calendar month that their adventure covers. Thus, for a successful adventure lasting six months, a DM would earn enough points to exchange for 12 months worth of time xp, which would be one full character level. No points are awarded for partial months; however, a DM will always earn at least two points for completing an adventure even if it lasts less than one month. Points are awarded by the adventure's judge at the conclusion of the adventure.

A DM which abandons an adventure without notification gets no reward for that adventure. If a DM quits an adventure prematurely but gracefully (i.e. handing over material to another DM and helping her out with minor details) she receives full credit up until the point she quits, while the new DM receives credits from that point on in time. If an adventure ends due to player dropout, the DM gets full credit.

As there are some long-running adventures in L4W, the DMs of these can petition the judge to award credits during the course of the adventure, typically at the same time as XP is given to the players.

Multiple adventures running in parallel will all yield DM credits.

World Building

The setting of L4W -- its geography, backstory, NPCs, regions, and so forth -- is described in the setting wiki page, starting with the Transitive Isles. The setting is designed to grow and change over time. This change takes place in four main ways:

First, and most commonly, DMs create new areas, dungeons, organizations, towns, NPCs, and so forth related to the adventures that they run. Since there are many adventures in L4W, and not everyone will read them all, setting elements that DMs create may be forgotten if no one takes the time to transcribe them into the wiki. Judges will want to see an outline for this kind of content in the adventure proposal, and may request changes to help it fit with the existing world better.

Second, people can propose new setting elements by starting a thread in the forum to discuss them. If, for example, you wanted to create an international league of thieves' guilds, you could start a thread with a description of the league to discuss the idea. If a consensus forms that this is a good idea, then you can add it to the wiki, and it becomes a permanent part of the world. (Note that there is nothing stopping you from just adding it to the wiki in the first place, but for setting elements that are likely to affect a number of players and games, it is considered polite to have a discussion on it first.)

Third, players create setting details as part of their characters' backstories. Since there are many characters in L4W, and it's not possible to check everyone's backstory all the time, if you write content into your character's backstory that you want to be a persistent part of the shared world, it would be a good idea to edit that information into the setting wiki. Also, DMs are encouraged to look at players' backstories and, with permission from the player, include that content in their adventures. Judges will read these backstories at character approval time, and will ask for changes if it doesn't fit.

Fourth, time. The Transitive Isles is based on the concept of small clusters of islands drifting in an ever-changing sea. Sometimes entire islands just disappear and are never seen again, and sometimes, thick gray fog covers part of an island for a time, and when it passes by, things have changed. In metagame terms, there is an explanation built in if we have conflicts in the setting, or if setting elements are forgotten. We'd prefer to keep the world fairly stable, but we also want the ability to wipe parts of the slate clean if needed.

Game mechanics and approved sources

At the time of this writing, the games in this world are run using 4th Edition D&D rules as described in the following sources:
  • The three core books: Player's Handbook, Dungeon Master's Guide, and Monster Manual
  • Errata for the above books published here

    Characters may be created from the PHB races and the monstrous races at the back of the MM.


    Changing the rules: proposing new sources and mechanics

    Any player may propose that the rules be changed, or that new source material be allowed. To do so, the player should create a new thread in the forum with a title beginning with "Proposal: ". In the proposal, they should explain what the proposed change to the rules is, and why they feel that the change is needed. The judges, after allowing time for refinement and discussion of the proposal, will vote by indicating YES or NO in a post in that thread. In order to pass, a proposal must receive at least three YES votes, and the YES votes must outnumber the NO votes by at least two. When that condition has been met for 48 hours, the proposal passes and becomes part of the official rules. If a proposal receives at least 3 NO votes, and NO votes outnumber YES votes by at least two for a period of 48 hours, the proposal fails and the matter is closed.

    It is possible that a proposal will neither pass nor be officially closed. Example: A proposal may gain 4 yes votes and 3 no votes and attract no further votes. In such a circumstance, the proposal has not passed and does not become a rule barring a change in circumstances.

    A proposal that fails may be proposed again, but not before three months have passed since it failed. Conversely, players may propose to repeal a passed proposal after at least one month has passed, but if that repeal proposal fails, it may not be reconsidered for three months.

    A judge cannot vote in his or her own proposals.

    Proposals to include new rules content may be made either for specific rules or articles (e.g. "I propose that the text of Magic Missile be amended thusly...", or "I propose that we adopt the rules in the article 'Pimp my Halfling' in Dragon #666"), or for entire sources ("I propose that the Adventurer's Vault be made an approved source"). No published sources will be considered until they have been available to the public for at least three months. This is to allow the D&D community at large an opportunity for discussion and playtesting.


    Death

    In a world where brave adventurers fight against monsters, death can be all too common. Fortunately for adventurers, death can be easily reversed, for the right price. Hadeys (or Lauto, as He is known in some places), god of death and merchants, is permissive of resurrection. An individual whose unfulfilled destiny is strong enough for them to pull free from the numbing embrace of the underworld is free to go... provided they play his price. That price is, of course, the cost of the Raise Dead ritual: 500g up to level 10, 5000g for 11-20, and 50000g at level 21 or higher. He even allows others beside his priests to intercede on behalf of the dead provided they observe the proper formalities (perform the raise dead ritual) and pay his price; he's a reasonable god and won't turn down a deal, especially a deal that benefits him.
    His temple on Daunton will even loan the character the money required for them to return to fulfill their destiny; though their interest rates can be quite exorbitant, and their collectors... enthusiastic.

    On the other hand, players may allow their characters to pass on to the underworld. If you do not wish your character to be resurrected, leave the character sheet intact, but preface it with a note that the character is dead, and at what level that happened.

    A permanently dead character obviously does not count against the number of PCs a player can have. If a character of 4th level or higher has been killed, the player can mark him as permanently dead, and replace him with a character of a level higher than 1st. This works the same way as retiring such a character, except that the new character starts two levels lower.

    Retirement
    Not every adventurer stays one until his death. Some may want to retire before meeting an untimely end, or because they feel they achieved their goals and have no reason to further embark on quests. As such, a player may decide to retire one of his characters, possibly to make room for a new one, since the number of PCs a player may have is limited.

    Retirement is permanent. You cannot choose to return from retirement.

    When you decide to retire a character, keep the character sheet intact, but preface it with a note that the character has been retired, and at what level that has happened. If you decide to retire a character of 3rd level or higher, you may start a new character at a higher level than 1st. If you do so, add a link to the post of the new character.

    The new character starts one level lower than the retired one, and has the appropriate starting wealth for that level, as outlined on page 143 of the DMG.

    If you wish, you can mark your retired PC as public, effectively turning him into an NPC that DMs can use in their adventures, and possibly develop further.

    Judges
    The current judges are covaithe, garyh, Halford, Dunamin, and Graf. covaithe is in charge of moderating, including the moving, closing, and deleting of threads. The judges can be reached at l4w.judges@gmail.com.

    In order to volunteer be a judge, you must already be participating in L4E and should have a good standing as a consistent and reliable player or DM. This means that judges should be people that frequent the forums. If you want to volunteer to help with any specific functions, such as character approval, ask the judges and we will probably find a way to use you.

    Important Links
    Living 4th Edition Wiki Main Page
    Character Creation Guide
    Character Listing Page
    Discussion thread
    The Hanged Man Inn
    Pantheon of Deities

    Important Email Addresses
    Any questions should be directed to the judges at l4w.judges@gmail.com.
 

covaithe

Explorer
One thing I wanted to shine some light on are the rules for restarting a character at a level higher than 1st after permanent death or retirement. What's there is a slightly simplified version of what LEW 3.5 has, which are possibly not ideal for 4e. I know garyh expressed some reservations about them in regards to the previous draft.

Myself, I think that one level is too small a price to pay for the chance to pick a complete set of new magic items. In 3.5, there was a "no more than 1/5 your total wealth" restriction on what you could pay for a single item, which mitigated that problem somewhat, but that doesn't make sense for 4e. Would 2 levels be enough of a price to pay? Should we just scrap idea and say you start at 1?
 

ukingsken

First Post
Starting over at 1 to me would feel a little like punishment if youd managed to climb fairly high, especially into another tier. Maybe some sort of benchmarks, like if the character was over 6th level the new character is 5th, over 11th new character is 10th etc? That way you discourage people from bailing on a character just to pick new items while encouraging long term play.

My only suggestion about the proposal rules is that if a proposal stalemates at 4 vs. 3 or a similar circumstance perhaps a moderator should recreate the thread and give it one more shot at having an actual decision. But that might just prolong things and cause more work.

Also as a nit picky point under game mechanics and approved sources it looks like you tried to write in a list tag that didn't work properly.
 

Dunamin

First Post
I’m not fond of forcing players who have worked their way into paragon or higher to necessarily start new PCs at level 1. So an unfortunate player may suffer permanent PC death at level 15 after playing for years with a great group, and now he/she effectively is permanently banned from ever rejoining the campaign because the new PC is level 1? No thanks, respectfully.
 

garyh

First Post
One thing I wanted to shine some light on are the rules for restarting a character at a level higher than 1st after permanent death or retirement. What's there is a slightly simplified version of what LEW 3.5 has, which are possibly not ideal for 4e. I know garyh expressed some reservations about them in regards to the previous draft.

Myself, I think that one level is too small a price to pay for the chance to pick a complete set of new magic items. In 3.5, there was a "no more than 1/5 your total wealth" restriction on what you could pay for a single item, which mitigated that problem somewhat, but that doesn't make sense for 4e. Would 2 levels be enough of a price to pay? Should we just scrap idea and say you start at 1?

Since 4e no longer has a level loss penalty to Raise Dead, I don't think penalizing a player for switching characters is needed. If Raise Dead caused level loss and switching didn't, I could see charging a level or two to switch characters. But it doesn't.

Also, I'm not worried about the "pick your own magic items" issue, as 4e encourages the whole "Wish List" approach to start with. Characters shouldn't be getting things they don't want in the first place.

All in all, a good update, and thanks for getting this process started again. My only other thought at the moment is that I don't know that Graf should still be listed as a Judge, given his leave from the boards.
 
Last edited:

Halford

First Post
Great job Covaithe! :D A very small quibble, you have
a DM which abandons an adventure without notification
, which I think should be a "DM who".

I personally advocate a level penalty for retirement, including retirement after character death - I would advocate a loss of a single level. This in my view ought to reward people who stick with the same characters lending continuity to both indiovidul games and the community as a whole.

It seems like the level loss for retirement of a character ought to be one of the first things voted upon.
 

Atanatotatos

First Post
As a side note,it is really unfortunate, but Graf did indeed write me (and others) that he would be away from the boards for six months to -in the worst case- a year, so...

Aside from that, great job, Covaithe. Praise for your efforts!
I ultimately agree with you. One level is a small penalty that doesn't hurt much, but it's right to have it because players sticking to their characters are beneficial to the living world.
And I also agree with the penalty of two levels for retired characters -after all, death is a better reason to make a new character.
 

Halford

First Post
And I also agree with the penalty of two levels for retired characters -after all, death is a better reason to make a new character.

Just trying to make sure I understand your position here Atanatotatos, you are advocating 1 level loss for players who decide to retire their characters after they die, and two for those who decide to retire them while still alive? Is that correct?

I am attempting to put together a set of options and so far it looks like...

1. A character may be retired at anytime and replaced with a new character of the same level.

2. A character may be retired at anytime and replaced with a new character of one level lower.

3. A character may be retired after their death and replaced with a character of one level lower. A living character may be retired and replaced with a character of two levels lower at anytime.

Are there any further alternatives being advocated, or that folks would care to suggest. For the moment I think equipping PCs coming in at levels higher than first should be set aside.

Sad news about Gaf, btw, lets hope that he heads back this way someday.
 

Atanatotatos

First Post
Yeah, that's my position, for what it counts.
Also, should we consider some sort of penalty for players who disappear abruptly? (like, stops posting at all without warning?)
After all, everybody can have issues, but we can encourage to be polite nevertheless (like graf has been, for example)
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top