Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Make a Better Living Campaign
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="smerwin29" data-source="post: 5768322" data-attributes="member: 15050"><p>Great thread. Thanks for starting it.</p><p></p><p>I have a bit of experience with several different "Living" campaigns, and "improve" is a tough concept, because one person's improvement is another's rant-inducing, flame-provoking cry of "you killed my campaign." I would say that rather than thinking of improving, a discussion of the different poles of organization and design would be beneficial.</p><p></p><p>To start, I think it is best of remember that "Living" first meant something different than it does today. When you went to conventions to play sanctioned tournaments back in the day, you were given a pre-generated character, and when the tournament (whether one round or several) ended, that was the end. Living City was created as an alternative to that, where you could bring your own character, gain treasure and experience, and continue playing that character at subsequent events. Also, you could have those characters interact with other characters in different ways: trading or selling goods, for example. Certainly the whole "characters affect their environment through game play" was part of the selling point, but it wasn't the only aspect, and probably wasn't even the major selling point. We've come so far with these types of campaigns that it is easy to forgot just how revolutionary the idea of bringing your own character to a tournament and advancing that character actually was.</p><p></p><p>Now in terms of if and how a Living Campaign allows character actions to affect the ongoing story, in the campaigns I was involved in, it happened many times and in diverse ways. Sometimes it was done through tabulating results provided online (like we did when people reported their results in WotC's Eberron-based Xendrik Expeditions campaign. In the faction of that campaign I oversaw, a potentially major NPC was not rescued in one adventure by a majority of the tables, so he did not appear in later adventures, and the plot I had planned changed because of it.</p><p></p><p>In Living Greyhawk, many changes were made in the overall plot of different regions based on events that were either tabulated through reporting, or were based on the results of what became known as "interactives." These were large events that saw many tables of players going through the same adventure (or linked adventures) at the same time. Not only did the outcomes of these events change the course of plots and settings, but often the various players got to interact with each other. Think of the defense of a city where each table of players was in charge of defending a different section. Groups could assist each other, send each other information, etc.</p><p></p><p>The main factor that determines how much player-driven results can change the plot and setting of the campaign is the size and scope of the campaign setting. Trying to change the Forgotten Realms is a bit tricky, since there are currently probably 30 different RPG, novel, board game, computer game, and lunch box design or development projects taking place there. The Living campaign staff isn't going to just shoot an email to someone at WotC and say, "Oh, by the way, Szass Tam is dead now. Tell all those novelists and game designers that his cousin Bernie is now ruler of Thay."</p><p></p><p>Organizations with more granular control over their settings, or who make their "Living" campaign a larger focus of the setting, can go much further in giving the individual players a chance to impact the world through play. But even then, all of the issues of timing, adventure availability, production lead times, and other fidgety details rear their ugly heads.</p><p></p><p>I am not as familiar with Living-style campaigns for non-D&D campaigns, so I would love to hear other examples about how some of those other campaigns may have been different from my experiences.</p></blockquote><p></p>
[QUOTE="smerwin29, post: 5768322, member: 15050"] Great thread. Thanks for starting it. I have a bit of experience with several different "Living" campaigns, and "improve" is a tough concept, because one person's improvement is another's rant-inducing, flame-provoking cry of "you killed my campaign." I would say that rather than thinking of improving, a discussion of the different poles of organization and design would be beneficial. To start, I think it is best of remember that "Living" first meant something different than it does today. When you went to conventions to play sanctioned tournaments back in the day, you were given a pre-generated character, and when the tournament (whether one round or several) ended, that was the end. Living City was created as an alternative to that, where you could bring your own character, gain treasure and experience, and continue playing that character at subsequent events. Also, you could have those characters interact with other characters in different ways: trading or selling goods, for example. Certainly the whole "characters affect their environment through game play" was part of the selling point, but it wasn't the only aspect, and probably wasn't even the major selling point. We've come so far with these types of campaigns that it is easy to forgot just how revolutionary the idea of bringing your own character to a tournament and advancing that character actually was. Now in terms of if and how a Living Campaign allows character actions to affect the ongoing story, in the campaigns I was involved in, it happened many times and in diverse ways. Sometimes it was done through tabulating results provided online (like we did when people reported their results in WotC's Eberron-based Xendrik Expeditions campaign. In the faction of that campaign I oversaw, a potentially major NPC was not rescued in one adventure by a majority of the tables, so he did not appear in later adventures, and the plot I had planned changed because of it. In Living Greyhawk, many changes were made in the overall plot of different regions based on events that were either tabulated through reporting, or were based on the results of what became known as "interactives." These were large events that saw many tables of players going through the same adventure (or linked adventures) at the same time. Not only did the outcomes of these events change the course of plots and settings, but often the various players got to interact with each other. Think of the defense of a city where each table of players was in charge of defending a different section. Groups could assist each other, send each other information, etc. The main factor that determines how much player-driven results can change the plot and setting of the campaign is the size and scope of the campaign setting. Trying to change the Forgotten Realms is a bit tricky, since there are currently probably 30 different RPG, novel, board game, computer game, and lunch box design or development projects taking place there. The Living campaign staff isn't going to just shoot an email to someone at WotC and say, "Oh, by the way, Szass Tam is dead now. Tell all those novelists and game designers that his cousin Bernie is now ruler of Thay." Organizations with more granular control over their settings, or who make their "Living" campaign a larger focus of the setting, can go much further in giving the individual players a chance to impact the world through play. But even then, all of the issues of timing, adventure availability, production lead times, and other fidgety details rear their ugly heads. I am not as familiar with Living-style campaigns for non-D&D campaigns, so I would love to hear other examples about how some of those other campaigns may have been different from my experiences. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Make a Better Living Campaign
Top