04-12-2011, 08:43 AM | #11 |
Join Date: Sep 2007
Location: Verona, NJ
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Re: Questions about Dynamic Campaigns
One thing we do in our group is give experience points to the GM same as the players so their character doesn't fall behind. One shouldn't be penalized for GMing.
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04-12-2011, 08:48 AM | #12 | |
MIB
Join Date: Oct 2005
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Re: Questions about Dynamic Campaigns
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04-12-2011, 09:00 AM | #13 |
Join Date: Aug 2007
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Re: Questions about Dynamic Campaigns
[QUOTE=Exxar;1155634 I'm inclined to postulate that each character, for his own personal use only, carries with himself his default mana level or whatever on whichever wolrdline you go. Local variances still apply, but if for example a wizard would end up in a world that's low-mana on average, he'd still operate as in normal mana. If he'd stumble upon a very low-mana zone on that world, he'd function as if in low-mana, etc. This approach has some interesting implications, but so far they seem quite nice and don't introduce any problems.[/QUOTE]
That's just giving the character Mana Booster (or possibly Mana Damper for a mundane) for "free" more or less. This is fine if that's what you want of course but soem peoplew ould prefer to put it on the character sheet.. An option purely for the Mana users is the assumption that Raw Mana particles flow in between worlds by default and that any breech of the dimensional walls cause a small-scale "spurt" of mana into the world in question. This would do something similar to raising No Mana to Normal Mana in a 10 mile radius for 24 hours and then Low Mana for another 24. The higher the world's Mana level the less drastic the effect wold be. Complicate as desired, i.e. Normal for 5 miles and Low for another 5 for 24 and then only Low for 5 miles etc. Mana users won't be useless but the clock is ticking. This does fit basically with how Mana works in the Merlin Timelines and that might be considered an advantage.
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Fred Brackin |
04-12-2011, 09:12 AM | #14 | ||
MIB
Join Date: Oct 2005
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Re: Questions about Dynamic Campaigns
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Oh, regarding the possible Mana Damper you mentioned for mundanes - my idea was for characters to use the better of their native and local levels, no matter if they actually do have Magery or not. So if your native mana level was normal, for example, and you ventured into a low-mana world, you'd function at normal mana, but if you ventured into a high-mana world, you'd operate at the high-mana level. Quote:
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04-13-2011, 04:29 AM | #15 | |||
Join Date: Jul 2007
Location: One Mile Up
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Re: Questions about Dynamic Campaigns
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04-13-2011, 04:46 AM | #16 |
MIB
Join Date: Oct 2005
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Re: Questions about Dynamic Campaigns
Being de-powered for an extended period of playtime is utterly un-fun, period, and -10% is definitively not worth such a consequence. This is, of course, under the assumption that the PCs will be in such worlds for more than just a couple of scenes. If you visit several worlds within a single playing session I fully agree with you.
EDIT: You still get the "bang" for those -10% due to local variances in mana level or whatever, de-powering attacks, plot devices etc. Last edited by Exxar; 04-13-2011 at 05:02 AM. |
04-13-2011, 05:09 AM | #17 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: Questions about Dynamic Campaigns
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04-13-2011, 05:31 AM | #18 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Questions about Dynamic Campaigns
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04-13-2011, 05:42 AM | #19 | |
MIB
Join Date: Oct 2005
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Re: Questions about Dynamic Campaigns
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Last edited by Exxar; 04-13-2011 at 05:54 AM. |
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04-13-2011, 05:46 AM | #20 | |
MIB
Join Date: Oct 2005
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Re: Questions about Dynamic Campaigns
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Tags |
campaigns, cross-campaign characters, generic, infinite worlds, multiple gms |
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