Campaign Philosophy

I wanted to put out some basic campaign philosophy for this game, so everyone's on the same page so far as expectations. This is old news for some of the long-term players, but it bears repeating from time to time, and the players less familiar with the game's history may benefit.

The Wilds is essentially a sandbox campaign. What's that mean? This:

  1. What the characters do is entirely driven by their own actions. There is no golden path of plot for them to follow. If they do nothing, so be it. On the flip side, actions have consequences. If, for example, the party decides to go on a murderous rampage the next time they're in town, they will be declared kill-on-sight outlaws. Or, say you get in several major fights with a necromancer's allies, he's likely to be annoyed. :)
  2. Things keep happening in the world, even if the characters don't do anything. The gnolls keep raiding and gathering slaves. The necromancer keeps making zombies. Kobolds keep praying to Fraykulga and summ... (oops). Thambar the Prudent, Lord of Hembard Wilds, Defender of Highcliff Keep, Recognized Lord of the Peerage of the Kingdom of Jal, Meisterburger of Auslaug, Hustwood, and Brekkevale, keeps gathering titles.
  3. There are encounters out there that can destroy you. This is not a "level one of the dungeon is full of level one creatures" world. It's up to the party to choose their foes, allies, and fights carefully. Remember: GOLD is XP.
  4. There is no 'right' way to go, but from a practical perspective a scattershot player approach means I'm taking a scattershot approach to world development too. Game time is finite. Changes of direction are fine, but having an overall direction is also good, so I can plan / expand appropriately.
  5. Finally, we're all adults and we're all in this to have fun. Hopefully that's happening. If it's not let's discuss how we can make things better and meet this fundamental goal. PLAYER fun is more important than CHARACTER choice.