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<blockquote data-quote="Loonook" data-source="post: 5814260" data-attributes="member: 1861"><p>Alderac actually has a great system for handling canon and story for their Legend of the Five Rings setting based on victories of specific factions in story tournaments or kotei. If faction A falls from favor it has an effect; as does the specifics of each game. They take into account CCG tourneys, LARPs, and chosen roleplaying group data to change the story.</p><p></p><p>I believe that there should be a similar thing going on with our New Living edition. Imagine characters following Living dynamics... And the effects of each game changing the landscape of the locale. How many parties kill the Goblin Lord? Do some negotiate? Do others beguile him into an alliance against the Scorpion Bark Ogres across the Reach? There should be a few separate DM-required steps in the game:</p><p></p><p>- Creatures labeled 'Story' creatures. If parties have positive (or negative) attitudes to the Alchemist outside the Rising Sun Inn the character gains a storyline increase or decrease. Get rid of the collective Jar Jars of the campaign, and perhaps that Alchemist then comes into play in the next campaign. </p><p></p><p>- Sealed Documents. Story games have predetermined dates of play. The last weekend of the month plays the Sealed campaign. Reports are made and reporting changes the game. </p><p></p><p>- Death is (semi) Final: Yeah, I know it seems harsh, but we move the game forward. Each sealed document will contain a pre-fab party that a player may take. At the end of each season a character has the ability to come back into play (see Seasons below).</p><p></p><p>Players will also have some responsibilities:</p><p></p><p>- Numbered sheets. There's a database so that if the sheet is lost or damaged you may generate your sheet exactly. Think Myth-Weavers or similar sites on a scale that you can bring your PC from California to New York and have the exact same equipment. </p><p></p><p>- Seasons - PCs remain the same level throughout each season. When season change comes around a player may choose to 'retire' his PC or generate a new PC. There are blocks of offered items at the beginning of each season that may be chosen, or keep items from previous seasons. At the end of each season you may bring a killed PC back from the brink with the appropriate levels and changes.</p><p></p><p>- Factions - PCs may join Factions. These Factions are similar to the offered bonuses from Living campaigns, but also gain Faction Points. Each Faction who has a certain amount of successful PCs season/season gains a Level for their Faction. Each Sealed document provides an additional document for each Faction. These documents give Faction-specific goals. These goals can actually be counter-intuitive to other Factions. Each Faction can also provide for specific items and cool new tricks, and the highest Faction on the board gets to reward their players. Ever want a Rogue that gets some spell-like abilities that may be useful to his sneaking? Have him throw in with the apprentices of the School of the Unseen. Your Wizard a little weak in the HP department? Join the Royal Guardians and gain that extra 1 HP/level if they make the cut. </p><p></p><p>Just some ideas..</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 5814260, member: 1861"] Alderac actually has a great system for handling canon and story for their Legend of the Five Rings setting based on victories of specific factions in story tournaments or kotei. If faction A falls from favor it has an effect; as does the specifics of each game. They take into account CCG tourneys, LARPs, and chosen roleplaying group data to change the story. I believe that there should be a similar thing going on with our New Living edition. Imagine characters following Living dynamics... And the effects of each game changing the landscape of the locale. How many parties kill the Goblin Lord? Do some negotiate? Do others beguile him into an alliance against the Scorpion Bark Ogres across the Reach? There should be a few separate DM-required steps in the game: - Creatures labeled 'Story' creatures. If parties have positive (or negative) attitudes to the Alchemist outside the Rising Sun Inn the character gains a storyline increase or decrease. Get rid of the collective Jar Jars of the campaign, and perhaps that Alchemist then comes into play in the next campaign. - Sealed Documents. Story games have predetermined dates of play. The last weekend of the month plays the Sealed campaign. Reports are made and reporting changes the game. - Death is (semi) Final: Yeah, I know it seems harsh, but we move the game forward. Each sealed document will contain a pre-fab party that a player may take. At the end of each season a character has the ability to come back into play (see Seasons below). Players will also have some responsibilities: - Numbered sheets. There's a database so that if the sheet is lost or damaged you may generate your sheet exactly. Think Myth-Weavers or similar sites on a scale that you can bring your PC from California to New York and have the exact same equipment. - Seasons - PCs remain the same level throughout each season. When season change comes around a player may choose to 'retire' his PC or generate a new PC. There are blocks of offered items at the beginning of each season that may be chosen, or keep items from previous seasons. At the end of each season you may bring a killed PC back from the brink with the appropriate levels and changes. - Factions - PCs may join Factions. These Factions are similar to the offered bonuses from Living campaigns, but also gain Faction Points. Each Faction who has a certain amount of successful PCs season/season gains a Level for their Faction. Each Sealed document provides an additional document for each Faction. These documents give Faction-specific goals. These goals can actually be counter-intuitive to other Factions. Each Faction can also provide for specific items and cool new tricks, and the highest Faction on the board gets to reward their players. Ever want a Rogue that gets some spell-like abilities that may be useful to his sneaking? Have him throw in with the apprentices of the School of the Unseen. Your Wizard a little weak in the HP department? Join the Royal Guardians and gain that extra 1 HP/level if they make the cut. Just some ideas.. Slainte, -Loonook. [/QUOTE]
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