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View Full Version : Modifying Campaign Rules



Barrier
Sep 16th, '03, 10:51 AM
Hey Dan,

I was wondering if there was any way to setup v2 so that the Campaign Rules could be made available without opening up a character, much the same way that Prefabs are currently. I feel that it would make individualizing each Campaign easier and add to the character filtering fuctionality of v2.


I haven't seen where this has covered before, so I apologize if this issue has already been settled.

Simon
Sep 16th, '03, 10:54 AM
Well...the concept there was that Campaign Rules are only valid in the context of a character (or prefab)....until you have an active character (or prefab), there's really nothing in the app to be done.

It just seemed easier this way.

I've got functionality worked in so that the last Campaign Rule set that was assigned will be used for any new character that is created, so you're not really looking at any extra work to create a character before creating/assigning Campaign Rules....

Barrier
Sep 16th, '03, 12:26 PM
Ah okay.

I was just thinking that it would be faster to have them open w/o a character or prefab (which still takes a bit), make the changes to reflect the rules of one's Campaign, save the rule set, and then open the prospective character (s).

By the way, is there going to be a way to "lock" a Campaign Rule set so that some enterprizing player doesn't just edit the GM's preset rules to make them more to their liking?


I realize that v2 opens faster than v1 and I do appreciate how much of an improvement that is.

Simon
Sep 17th, '03, 02:59 PM
It wouldn't really help anything, speed-wise.

Eventually I'll be going over the whole process of setting in the campaign rules in an attempt to make it a bit faster, but for now it stays the way it is.

As for locking a campaign rule set, no, there is no way to do that at this point. If you can't trust your players to use the rules that you provide, then I would recommend not having them as players.