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="Alphastream" data-source="post: 5814209" data-attributes="member: 11365"><p>I bookmarked this thread, wanting to reply earlier... but um... I was busy working on organized play for D&DXP (hey, at least I have a good excuse!).</p><p></p><p></p><p>As Shawn said, the term "living" can mean various things. For AoA, I'm fairly sure we (I'm one of the admins) avoided the term because initially the campaign was going to be only at conventions. We also wanted to avoid intruding on LFR's space for various reasons. Dropping the term was a way of being honest about the campaign having limits and not being WotC's main campaign. </p><p></p><p>That said, we write it around a living framework. It isn't LG by any means (LG had armies of volunteers, active forums with LARP-style interactions, many interactives, and tons of ways for players and campaign staff to interact). But, Ashes does record what you do and we absolutely respond to what players do and make huge changes. </p><p></p><p>For example, the decision to have the True be soundly defeated (at least, so it seems... ahem) and to start Chapter 4 on a new track was based in part on how well PCs did in AOA3-3 and the read we had from players. It felt like the end of a story arc, so the True have faded into the background a bit. The heroes have also made a number of decisions that have influenced various NPCs (both good and nefarious) that will change future events (and already has in some cases). But, these things are not immediate. A player could even say they don't feel them at all. </p><p></p><p></p><p></p><p>It is. One of the keys is that you need to write the next series of adventures often before you can have post-convention play for the previous adventures you had written. It takes 3-4 months to write several high quality adventures. In theory it could be less, but it is extremely hard to do so. </p><p></p><p>You can have trigger points in your plot, such as: </p><p>If the town is destroyed, the next adventure is in a different town.</p><p>If the town is save, the next adventure is in this town.</p><p></p><p>But those changes are less significant than saying you have an entirely different adventure (either about going after and routing the attackers or about trying to rebuild from destruction). It is very hard to react quickly and introduce significant change. </p><p></p><p>Also, players react negatively when they perceive punishment. "You lost the interactive, so in this adventure your queen is dead and you can't really get a feelgood ending." Because of that, it is hard to have "teeth" from results. It is possible, just more challenging. </p><p></p><p></p><p>I think this is the most realistic way to do so. If you can have almost a parallel success track to the story track, and have it be visible and measurable that would work well. For example, the campaign revolves around a frontier town and each scenario has success/fail points, which in turn affect the growth of the town and resources available. By keeping that track separate you could still write mods in advance, with plugins based on success levels. </p><p></p><p>Alternately, the success could be based on the table, adding up each players' success points.</p><p></p><p>Both are "gamist" approaches in that they are obvious systems rather than subtle story.</p></blockquote><p></p>
[QUOTE="Alphastream, post: 5814209, member: 11365"] I bookmarked this thread, wanting to reply earlier... but um... I was busy working on organized play for D&DXP (hey, at least I have a good excuse!). As Shawn said, the term "living" can mean various things. For AoA, I'm fairly sure we (I'm one of the admins) avoided the term because initially the campaign was going to be only at conventions. We also wanted to avoid intruding on LFR's space for various reasons. Dropping the term was a way of being honest about the campaign having limits and not being WotC's main campaign. That said, we write it around a living framework. It isn't LG by any means (LG had armies of volunteers, active forums with LARP-style interactions, many interactives, and tons of ways for players and campaign staff to interact). But, Ashes does record what you do and we absolutely respond to what players do and make huge changes. For example, the decision to have the True be soundly defeated (at least, so it seems... ahem) and to start Chapter 4 on a new track was based in part on how well PCs did in AOA3-3 and the read we had from players. It felt like the end of a story arc, so the True have faded into the background a bit. The heroes have also made a number of decisions that have influenced various NPCs (both good and nefarious) that will change future events (and already has in some cases). But, these things are not immediate. A player could even say they don't feel them at all. It is. One of the keys is that you need to write the next series of adventures often before you can have post-convention play for the previous adventures you had written. It takes 3-4 months to write several high quality adventures. In theory it could be less, but it is extremely hard to do so. You can have trigger points in your plot, such as: If the town is destroyed, the next adventure is in a different town. If the town is save, the next adventure is in this town. But those changes are less significant than saying you have an entirely different adventure (either about going after and routing the attackers or about trying to rebuild from destruction). It is very hard to react quickly and introduce significant change. Also, players react negatively when they perceive punishment. "You lost the interactive, so in this adventure your queen is dead and you can't really get a feelgood ending." Because of that, it is hard to have "teeth" from results. It is possible, just more challenging. I think this is the most realistic way to do so. If you can have almost a parallel success track to the story track, and have it be visible and measurable that would work well. For example, the campaign revolves around a frontier town and each scenario has success/fail points, which in turn affect the growth of the town and resources available. By keeping that track separate you could still write mods in advance, with plugins based on success levels. Alternately, the success could be based on the table, adding up each players' success points. Both are "gamist" approaches in that they are obvious systems rather than subtle story. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Make a Better Living Campaign
Top