GlassJaw
Hero
Some background:
- We are a group of 6 players (myself included) of varying levels of experience
- Still playing online/virtual only
- Scheduling is very challenging and session length varies because of real-life, kids, odd work schedules, etc.
So I'm looking for a campaign that supports the following:
- Doesn't matter who plays or number of players
- Each session is self-contained, regardless of session length
- Each session starts at the same place in-game, i.e. the characters can always meet up
- Bonus: supports rotating DMs!
What I'm looking for is an interesting way to explain these "restraints" in-game, even if it's video-gamey. For example:
- Darkest Dungeons: return to the Hamlet after each expedition
- Diablo series: Waypoints and Town Portal always brings the characters back to town
This is no doubt West Marches/hexcrawl-inspired, but the biggest challenge is highly variable session lengths. If the characters travel multiple hexes to a location but we only have time for a short session, I'd like some way to explain (or do away with entirely) lengthy in-game travel times. I know it doesn't really matter (West Marches essentially hand-waves it) but I'd like it to be integral to the campaign itself. So instead of ignoring it, I want to embrace it.
I'll admit this exercise is somewhat to remedy the breaking of my own immersion. But I'm also curious if a unique campaign structure can actually provide immersion as well!
- We are a group of 6 players (myself included) of varying levels of experience
- Still playing online/virtual only
- Scheduling is very challenging and session length varies because of real-life, kids, odd work schedules, etc.
So I'm looking for a campaign that supports the following:
- Doesn't matter who plays or number of players
- Each session is self-contained, regardless of session length
- Each session starts at the same place in-game, i.e. the characters can always meet up
- Bonus: supports rotating DMs!
What I'm looking for is an interesting way to explain these "restraints" in-game, even if it's video-gamey. For example:
- Darkest Dungeons: return to the Hamlet after each expedition
- Diablo series: Waypoints and Town Portal always brings the characters back to town
This is no doubt West Marches/hexcrawl-inspired, but the biggest challenge is highly variable session lengths. If the characters travel multiple hexes to a location but we only have time for a short session, I'd like some way to explain (or do away with entirely) lengthy in-game travel times. I know it doesn't really matter (West Marches essentially hand-waves it) but I'd like it to be integral to the campaign itself. So instead of ignoring it, I want to embrace it.
I'll admit this exercise is somewhat to remedy the breaking of my own immersion. But I'm also curious if a unique campaign structure can actually provide immersion as well!