User Tools

Site Tools


the_sandbox

This is an old revision of the document!


The Sandbox

Procedures of Play in the Eldritch Earth Campaign

Conceptual Introduction (draft):

Players should be aware, it is their job to decide what will happen in a session. They will be provided with a Campaign Action map that will have a number of places indicated on it. It's entirely player decision where to go and what to do during any game session or between sessions, for that matter.

For example, there is Bandit country to the North-Northwest of Jorvikshire, you can always harass the bandits. There are Danes to the East, you can go mess with them. You can rob travelers, go the Kingston, the capital of the Kingdom, and shop, burglarize or mug people, if that floats your boat. There are several Atlantean Ruins nearby, each crammed with monsters and treasure to loot, you can go there.

Each place of possible adventure on the map will have a “Danger Rating”, indicating the HD totals of typical encounters. The higher the Danger Rating, the more treasure will be found, but the more perilous the fights.

Experience advancement comes only through spending money, so if gaining levels is the most important thing to you, you need to get gobs of cash. But, if you'd rather establish a reputation as the greatest singer in the land, you could spend your time in that sort of thing.

PROCESS SPITBALLS
1–Players can set up adventure goal ahead of time: e.g. we want to go to the Cavern of Screaming Dung, they are expected to arrange with DM ahead of time (at least 2 days before game session)–if it is so done, XP bonus for session (???)
2–If no adventure goal set, begin at the table in the HQ building, come up with plan from Action Map.
3–If no plan, lighting rounds for each player, keep rotating until some coherent action happens, or keep rounding
4–Session ends with players “back home”
5–Unless the players have other plans/actions (months of crafting or training, weeks of ability score healing etc), 2 game weeks pass between each session in game as in life.
6–Players can have several active characters in the campaign, but only 1 in any “party or expedition” at a time, these characters can't pool resources.
7–But, each character should have an “Heir” designated to inherit his stuff if he dies (could be his own or someone else's character, or henchman or retainer).
8–Side quests: ny character can do a side quest, if a DM is willing to accomodate, these can be online, by email, or live, time and maintenance must be kept track of.
9–One DM should be “Time Master” keeping track of all time used by various characters in a centrally accessible manner
10–Since XP is granted by spending, each character needs to put all spending for a session on a card and give it to a DM for the XP to be credited. An XP Master DM?

the_sandbox.1580496511.txt.gz · Last modified: 2020/01/31 18:48 by dave