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My thoughts on how to run a Living World geared towards exploration/survival *WiP*. With the Pf2e system in mind.
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Even though these rules are with Pf2e in mind. The basic gist of the following should be applicable to most other systems.

So i've been pondering on Living World servers. Visited a few and scoped the games out. In most they were ran like a campaign with an ever changing cast of pc's. Few were a "true" west march style type of game. Meaning players pick a spot on a map or decide what they want to do and the dm makes a adventure out of that. Then I scoured the web for living world server tips and tricks. Common problems with running them etc. Of the many problems the following were the most common from what i've seen/read:

- Most if not all pc's except the original PC's who started early has a chance to shine. Due to the large amount of backstories.

- The "living world" didn't feel like a living worlds. More like pick up games.

a. PC's only really interacted when on missions/quests

b. The world didn't react to individual pc's actions. Such reactions were saved for "events"

- A lot of prep work, lore keeping/knowledge, and constant map expansion. - Near constant communication and bookkeeping for those behind the screen.

So the DM juices began to flow! I began to contemplate on how would I run a living world server that mitigates the above problems.

So here are the basic foundations I am thinking for a living world that can mitigate the above problems:

  1. There is no economy.

a. Meaning that the prices for all items magical or mundane is to be ignored.

b. Almost every item mundane or magical is craftable by PC's. Standard crafting rules apply for whatever system is being used. Otherwise use a homebrew crafting system.

c. Prices are set by the player(s) who makes those items.

  1. The quest board only contains quests posted by the players for the other players.

  2. There are no NPC's at "homebase" or wherever the players are gathered.

a. this makes it so that DM's don't need to remember every NPC not of their own creation.

  1. Discovered locations of importance are to be recorded, or tracked and/or mapped by the players as a group or player groups. Failure or unwilling to do so means that location may entirely cease to exist. Why? Because the world is magical, that's why. Also because it means DM's don't have to constantly communicate for every area they create. They simply look at what notes if any the players made of the area and riff off that.

A. So if player group a discovers location x. For that location to be a spot players can return to. They must one declare its location publicly for the rest of the player base, two make a map and three post it publicly for the player base, or do the aforementioned things but within a private group channel if they wish to keep it a secret amongst themselves.

B. The above also includes dungeons! So if player group C comes across "dungeon of the minotaur". Assuming they survive and return to homebase, if they just declare either publicly or in a private group that "dungeon of the minotaur" is here with no detailed notes on its layout or a self-drawn map. Other dm's are free to recreate the layout however they see fit. Furthermore, should players make self drawn maps, DM's can simply look at the maps the players made and use that as the tabletop map or as the template for their own maps.

  1. The development of playerbases homebase is completely on them. The "homebase" is just an area in the middle of the wilderness.

a. basic needs such as housing, food, and water for the homebase is to be provided by the playerbase for the playerbase.

Pf2e rations by creatures size:Survival check:

Creatures medium

Critical success: 100% of rations is obtained

Success: 75% of rations is obtained

Failure: 50% of rations is obtained

Critical Failure: 25% of possible rations is obtained.

For tiny/small creatures:

Critical success: 2 rations is obtained

Success: No bonus/penalty

Small Failure: -1 rations is obtained

Tiny Failure: Enough food for the party for 1 day.

Small Critical Failure: Enough food for the party for 1 day.

Tiny Critical Failure: Food is ruined.

Creature Bulk

Size of Creature # of Rations

Tiny 1

Small 2

Medium 60

Large 120

Huge 240

Gargantuan 360

I got the triple digit numbers via multiplying bulk numbers in Pf2e, one rations is "L" bulk. "L" bulk means light. And 1 bulk is equal to 10 items of "L" bulk. 1 ration is worth 1 week of food.

DM Guidelines:

- Can never be players. Unless they retire their GM role for however long they wish to be a player.

a. Should a player wish to be a DM they must permanently retire their pc.

- All sentient/intelligent monsters are open to negotiation/diplomacy. Exceptions:

a. unless mindless (https://2e.aonprd.com/Traits.aspx?ID=108),

b. players are unable to effectively communicate with them.

c. players before or during meeting the monster(s). Have committed an act that according to the monsters own beliefs/ideologies considers egregious.

Ex. Players steal gold from a dragons hoard. And if the dragon already knows they stole it's gold. The dragon will demand for the gold to be put back. If the players have not already offered to return their ill gotten gains. Otherwise if the Dragon suspects the players and if they attempt to lie about having the dragons gold and fail the dragon will view all further negotiation moot and will immediately attack.

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