The Crowfall site has been updated with a new look at the way that campaign modules will function within the game. Said to be based on both attributes and modules, campaigns are Artcraft's way to keep Crowfall from becoming static and unchanging.
Attributes will embody the following:
- Map size
- Duration of the season / campaign and what will bring about the end of the season
- Import / Export of items and materials into a campaign
- Magic - how powerful it will be
- Archetype restrictions - campaigns can limit which archetypes can participate
- Resource scarcity
- Death penalties and what will happen to players when killed
Design modules are, according to Artfall, more complicated and are similar to supplemental rulesets for DnD tabletop campaigns. These modules are, however, created by Artcraft, not the player community.
The blog gives several examples of possible modules:
- Change the Siege rules (We’ve hinted at this already, with the announcement of the BaneCircle stretch goal!)
- Add a new type of caravan -- like aerial transportation (Picture WoW-style gryphon rides, only with mounts that can be knocked out of the sky with projectiles!)
- Add a “divine summoning” system, where a team can perform a complicated ritual to summon one of the Gods to wreak havoc on a Campaign world
…these systems could be added as supplemental Modules, overriding or augmenting the existing game rules in unique and crazy ways.
There will be a basic set of campaign rules within each 'band' of the Crowfall universe, each containing a default set of attributes and modules that can then be altered for each new campaign.
The Crowfall dev team has every intention of adding more attributes and modules over time and are looking forward to providing players fresh game play experiences.
Read the entire blog on the Crowfall site.
In addition to the above, a new video featuring Lead Artist Dave Greco creating the literal poster child for Crowfall, the Templar. Check it out below!