All Creation

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This is an (eventually) Creation-spanning campaign that will consist of multiple STs running chronicles in tandem. They will be high-powered, epic, and world-shaking.

The current ST's are Muse and myself (Xeriar), but any player familiar with the rules can run a Chronicle.

Chronicle

A Chronicle is a given ST's main storyline, consisting of their overall metaplot for a specific region. Others can run their own adventures in the region, of course, but these need to fit within the overall main story. Crossover between Chronicles is possible, but it will be rare - they will usually influence each other through intermediaries - news spreading, and so on.

Chronicles are broken down by weeks. First of Ascending Fire, Second of Ascending Fire, and so on. Calibration occurs after the Fourth week of Descending Fire, making 61 'Weeks' per year.

During a given Week (besides the introductory ones, of course), players of a given Chronicle will declare their main character's goals. Rather than continuous sessions involving too much GM involvement, these will largely be roleplaying exercises with challenges that may even be player-run. The benefits of these will be commensurate with the character's capabilities. Going artifact-hunting in the safer areas of Rathess may reward a minor artifact, for example, and what gets considered 'safer' will expand with the player's capabilities.

For the above reasons, the players are expected to be creative, and willing to develop and document parts of the setting as well. For example, rather than force the poor storyteller to come up with every last detail of a given week, players instead make journals of their goals for said week, the storyteller assigns a background experience value to it (by the 3 xp per one background point rule). The typical value is 1 (meaning 3 weeks for a dot gain), and the PCs are expected to roleplay relevant scenes during the Week. This doesn't have to be with the ST, but instead can be with NPCs or PCs other players have created.

In the case of spell research, the xp points instead go towards the cost of the spell. The same for training, and so on. Charms can naturally vastly increase the character's capabilities in this regard, but will have to be considered on a case-by-case basis.