Quote:
Originally Posted by AEIOU
The other functionality that will probably work better for running different groups using the same content could be described as "master realms" for universal info and "child realms" for unique info. The master realm would contain all the universal information your world contains for all campaigns you run in it. The child realms would be updated with new info from the master realm as it is added but reveals would be specific to each child realm. Additionally, the child realms can change, evolve, add information, morph the setting, level mountain ranges, kill NPCs, add towns, etc that are unique to each child realm. This way you can have different groups that all start within the same setting, major world updates are copied automatically to all child realms, but each campaign is unique.
|
Are you sure about this "inheritance mechanism" of master and child realms? Automatically updating child realms sounds really good, but it is a dangerous thing to do. Think of a major npc like a queen or archmage or whatever. You kill her in one of the child realms, but afterwards she marries in the master realm, and this information is copied so you have a zombie wedding? One possibility to tackle this problem is not to copy topics that have been changed in the child. But this way you can easily introduce inconsistencies into your realms. A new castle is built on a mountain top. Unfortunately some mad god levels the complete mountain range in the master realm, and this changes the world forever. But there is a now floating castle on top of a vanished peak since you didn't change the mountain range, you just created a castle... you could think of many examples like that, not all of them as simple as those above.
I will be glad if there is finally a chance to just copy realms. Automatically updating master realms are a feature I will believe in as soon as I see it working.