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<blockquote data-quote="Janx" data-source="post: 5815167" data-attributes="member: 8835"><p>Interesting thread idea.</p><p></p><p>Right now, it sounds like Living Campaigns have the same pattern MMOs have. Lots of people allegedly in the same universe, executing the same quests even, with no real impact of Group A's action on Group B's experience (barring PvP and inter-group communication).</p><p></p><p>As an software developer, here's the tools I'd look at integrating:</p><p>a full PC registration. Every PC is cataloged and "known" as to its wherabouts, inventory and accomplishments/campaign changes</p><p>adventure library where new quests are constantly randomly being generated and a group's GM checks out a quest, thus locking it from ANY other group being able to do it.</p><p>The outcome of that quest is then fed back into the system, which may generate a new follow-up quest for another group (say Group A takes it, screws it up, which changes the nature of the quest, so not Group B could undertake this NEW quest)</p><p></p><p>The core goal being, it's not realistic that everybody has run through the Saving of Princess Helpless Quest at level 1. Only 1 group gets to take that. But it's OK, because there's a million other quests just like it but different for level 1 PCs.</p><p></p><p>Right now, when a group takes a quest, it has NO impact on the rest of the world. It really doesn't matter if Group A ran the quest and succeeded or failed. That's not really "living" is it? Sillier still, the quest will respawn so the party can re-do the quest or another group can do it.</p><p></p><p>a good MMO could of course manage all of this stuff, but we're talking about PnP gaming here, so some adjustments to the idea have to be made.</p><p></p><p>It's nigh impossible for 2 groups to meet up and go PVP or anything like that. So Group A making a botch of Saving Princess Helpless means Group B can hear about how PCs X,Y and Z screwed it up, but they can't go beat up on Group A because of it. Group A's PCs are untouchable/unfindable NPCs relative to Group B's perspective.</p><p></p><p>But, the fact that Group A's actions can impact what Group B sees is an interesting concept.</p></blockquote><p></p>
[QUOTE="Janx, post: 5815167, member: 8835"] Interesting thread idea. Right now, it sounds like Living Campaigns have the same pattern MMOs have. Lots of people allegedly in the same universe, executing the same quests even, with no real impact of Group A's action on Group B's experience (barring PvP and inter-group communication). As an software developer, here's the tools I'd look at integrating: a full PC registration. Every PC is cataloged and "known" as to its wherabouts, inventory and accomplishments/campaign changes adventure library where new quests are constantly randomly being generated and a group's GM checks out a quest, thus locking it from ANY other group being able to do it. The outcome of that quest is then fed back into the system, which may generate a new follow-up quest for another group (say Group A takes it, screws it up, which changes the nature of the quest, so not Group B could undertake this NEW quest) The core goal being, it's not realistic that everybody has run through the Saving of Princess Helpless Quest at level 1. Only 1 group gets to take that. But it's OK, because there's a million other quests just like it but different for level 1 PCs. Right now, when a group takes a quest, it has NO impact on the rest of the world. It really doesn't matter if Group A ran the quest and succeeded or failed. That's not really "living" is it? Sillier still, the quest will respawn so the party can re-do the quest or another group can do it. a good MMO could of course manage all of this stuff, but we're talking about PnP gaming here, so some adjustments to the idea have to be made. It's nigh impossible for 2 groups to meet up and go PVP or anything like that. So Group A making a botch of Saving Princess Helpless means Group B can hear about how PCs X,Y and Z screwed it up, but they can't go beat up on Group A because of it. Group A's PCs are untouchable/unfindable NPCs relative to Group B's perspective. But, the fact that Group A's actions can impact what Group B sees is an interesting concept. [/QUOTE]
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