User:Cedric/Campaign Theory
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It is instructive to see objects with stats. Then one can also have campaigns with stats.
Campaign theory
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As PC have encounters, the universe adds more to the mix and more dice are thrown. For all but the explorer, this is during high-stakes events. For the explorer, the encounter as soon as they begin their journey.
Campaign stat blocks
Each campaign and region should have a stat block:
- Size: How large the campaign is,
- Age: time range to completion (of CR?),
- alignment vector:: 4d + level tensor addition when multiple NPCs.
- INT:, STR:, … ASM:
- HP OR XP: how much HP in the whole campaign (NPCs and objects?), Mana (low mana can mean that hte players ahve to add the life, through : greater knowledge, actions which transform the landscape or domain, love given from the dieties, mating
- AC: how much the domain is guarded, shielded.
- Stage Direction:
- Lighting:
- Music/Sound:
- Candle scent:
- Significant NPCs:
- Dice: Olive green, garnet, d40
The dice face count is chosen based on the number of individual will unit. Color is chosen by leader/demi-god colors. Die composition chosen by type of power that holds the domain: opaque vs clear stone (evil vs good),
City STAT blocks
Cities, for example, can have high INT but low WIS or whatever. Leader’s can try to maximize their stats of a region in their territory. To figure out these mechanics, imagine if the stat were 0: what’s lost. And what a stat of 20 would look like. Think meta: that the city is a macrocosm of the individual’s microcosm.
It is not recommended to have city stat blocks as this is too much information to reveal.
- INT: guilds/schools, making books; adding these; mechanics: arcana cards per people-area
- WIS: high XP residents; mechanic: XP per capita
- CHR: beautiful cities; mechanic: $$ assessment per square area
- STR: strongholds (vaults, etc): lbs(kgs?) vs people-area
- DEX: diversity of shops, terrain or roads; mechanics: # of items/
- CON: fortifications (walls, gates, checkpoints), value of everything else: mechanic: distribution of power?
- PER: good leader, at least 1 magistrate; mechanic: distribution of power
- ASM: concealed “gems”, like underground dungeons with deep histories: mechanic: measure the XP of the overt vs. covert. If covert is greater, then ASM>10
- FAB: individuality, specialization,
- SPEED: trade or GDP, people with gainful activity; mechanic: total GDP
So, a imaginative DM can think of how s/he can get a leader (and others) to aim for higher INT: attract adventurers! OR more INT: get money to pay for more schools. STR: banks with vaults or magical protection, requires steel generation or perpetual MANA ependitures. DEX: planning and logistics of city design and activity. PER, establish a leaders with published purposes/agenda, magistrates with four laws of the city
If players wish more SPEED which grants them more action slots for the city per round, they need to generate trade.
A leader might not need to move as frequently as other players. Perhaps
When PCs get killed, their XP turns into new MANA for ther realmo and/or god that got their life. Half of it generally goes to the Underdark to maintain the demonlords there and half of it goes to the god for giving them their life. —— DM notes:
- rainbows in the FR are colored differently that our world. GRB