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<blockquote data-quote="Wik" data-source="post: 4416510" data-attributes="member: 40177"><p>Alright. I've been skimming the thread, and I've picked up on the ideas that came before, and what I like and dislike. </p><p></p><p>1) Smaller Campaign Area - the smaller the campaign area, the more individual PCs can affect it, which I think is a great thing for a living campaign. Makes it more, I dunno, "living". I'm thinking a few major cities, and a lot of unexplored land.</p><p></p><p>2) Exploration - the campaign should mostly be unexplored, so the PCs can do the exploring (and so GMs can add stuff on the fly).</p><p></p><p>3) Post-Apocalyptic - I think Bront mentioned this. Really, a post-apocalyptic setting would work great with 4e's "Points of Light", and it could help explain why much of the world is unexplored... and why there are so many dungeons for PCs to explore. A magical apocalypse would work wonders, too, for the backstory and weird creatures that PCs inevitably encounter.</p><p></p><p>4) Fourth Era - A little idea of mine. We should set the setting in the "fourth era".</p><p></p><p>5) Wiki/PDF - Not only should we have a campaign wiki, but a campaign PDF that can be downloaded (free, of course) by those who need a crash course in the game. The PDF would be around 20 or so pages, contain explanations on all the campaign-relevant stuff, a map, and some info on playing the game. Hopefully, we'd update it yearly or something.</p><p></p><p>6) Players can only have one 1st level PC at a time, but there should be no limit on the number they can have. As an option, we could say that 3 or something is the maximum number of PCs (again, allowing only one 1st level at a time), but players can "buy" extra first level PC chances by spending DM credits. This would encourage frequent players to run their own games.</p><p></p><p>7) Words of wisdom from Knight Otu: While it is pretty early to worry about the Core Rule II+ books, my suggestion is to apply a similar ruling as we recently passed for LEW/LEB - Only the original SRD (which is supposed to be released pretty close to launch) content, namely PHB I, DMG I, and MM I, are available by default. SRD content from books thereafter (which seems likely given the quotes on Psionics being in a PHB and Psionics entering the SRD) needs to be approved separately (hopefully the SRD content won't be intermeshed to be inseperable). I would go a step further and recommend that races playable out of the MM need to be approved separately. While gnomes will presumably be playable out of the MM, there may also be others, such as warforged.</p><p>The Core Rule II+ books are also part of why I think that an exploration aspect is so important. Even if not all new stuff gets approved, some will, and it helps if we have undeveloped areas where we can say, "Yes, psionics is pretty strong there", for example.</p><p></p><p>8) I like a relatively small pantheon of deities, less than ten, and only one of which is evil (I really don't think most worlds need more than one evil god - it's really just an enemy to fight against, in most cases). As an option, we go with even fewer gods, but introduce many cults and covens that gain access to spells, allowing individual GMs to create mini-religions to throw at PCs. </p><p></p><p>9) A poll is a good idea. We should ask players what they want, really - what should the map look like, how many gods, etc?</p></blockquote><p></p>
[QUOTE="Wik, post: 4416510, member: 40177"] Alright. I've been skimming the thread, and I've picked up on the ideas that came before, and what I like and dislike. 1) Smaller Campaign Area - the smaller the campaign area, the more individual PCs can affect it, which I think is a great thing for a living campaign. Makes it more, I dunno, "living". I'm thinking a few major cities, and a lot of unexplored land. 2) Exploration - the campaign should mostly be unexplored, so the PCs can do the exploring (and so GMs can add stuff on the fly). 3) Post-Apocalyptic - I think Bront mentioned this. Really, a post-apocalyptic setting would work great with 4e's "Points of Light", and it could help explain why much of the world is unexplored... and why there are so many dungeons for PCs to explore. A magical apocalypse would work wonders, too, for the backstory and weird creatures that PCs inevitably encounter. 4) Fourth Era - A little idea of mine. We should set the setting in the "fourth era". 5) Wiki/PDF - Not only should we have a campaign wiki, but a campaign PDF that can be downloaded (free, of course) by those who need a crash course in the game. The PDF would be around 20 or so pages, contain explanations on all the campaign-relevant stuff, a map, and some info on playing the game. Hopefully, we'd update it yearly or something. 6) Players can only have one 1st level PC at a time, but there should be no limit on the number they can have. As an option, we could say that 3 or something is the maximum number of PCs (again, allowing only one 1st level at a time), but players can "buy" extra first level PC chances by spending DM credits. This would encourage frequent players to run their own games. 7) Words of wisdom from Knight Otu: While it is pretty early to worry about the Core Rule II+ books, my suggestion is to apply a similar ruling as we recently passed for LEW/LEB - Only the original SRD (which is supposed to be released pretty close to launch) content, namely PHB I, DMG I, and MM I, are available by default. SRD content from books thereafter (which seems likely given the quotes on Psionics being in a PHB and Psionics entering the SRD) needs to be approved separately (hopefully the SRD content won't be intermeshed to be inseperable). I would go a step further and recommend that races playable out of the MM need to be approved separately. While gnomes will presumably be playable out of the MM, there may also be others, such as warforged. The Core Rule II+ books are also part of why I think that an exploration aspect is so important. Even if not all new stuff gets approved, some will, and it helps if we have undeveloped areas where we can say, "Yes, psionics is pretty strong there", for example. 8) I like a relatively small pantheon of deities, less than ten, and only one of which is evil (I really don't think most worlds need more than one evil god - it's really just an enemy to fight against, in most cases). As an option, we go with even fewer gods, but introduce many cults and covens that gain access to spells, allowing individual GMs to create mini-religions to throw at PCs. 9) A poll is a good idea. We should ask players what they want, really - what should the map look like, how many gods, etc? [/QUOTE]
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