by Lewis Burnell on Apr 29, 2015
Things are pretty quiet for the Crowfall community at the moment but yesterday evening its Director of Community, Pann, took to the official forums to release a brief FAQ on Crowfall's Campaign Modules. It's not particularly lengthy, with only four questions answered, there's still some interesting nuggets of information here. The four questions are:
1. What determines the rules of a campaign?
2. Between attributes and modules, that’s a lot of options! are there default campaign settings?
3. How do you foresee combating queue times with so many world variables?
4. Will you be trying out different attributes and modules over time?
Out of all of them, I'd have to say that Campaign Attributes is what I found most interesting. The ability to customize a campaign as you would, say, a server in Counter Strike will not only make each Campaign entirely unique but it'll add a great deal of apprehension and excitement as you join them. Combine this with Modules and the possibilities are enormous:
"Modules are more complicated, self-contained rulesets. These are more than just changes to the baseline configuration variables; they are “supplemental systems and content” that can be layered on top of the base Campaign rules to augment (or completely replace) existing systems.
(If you are an old-school tabletop gamer, think of these as supplemental rulesets, like the “Unearthed Arcana” rulebook for AD&D. You can play the base game without them but, when included, they add additional rules and systems to make the game more interesting. You could also think of them as Game Mods, but it’s not a perfect comparison, as these are being created by ACE not by the player community.)"
I'd really recommend that you head on over to the official post and take a look at the FAQ in full. Finally, the video from Dave Greco is simply beautiful - I wish I could draw!