Thursday, September 28, 2023

Nodes, Protocols, and Circuits

Background Information: The idea of an open-world, large scale, interconnected mega-game of D&D is becoming more prominent in the public consciousness of greater D&D and OSR communities. This video goes into more details about the subject.

Query: Could a system be designed to allow for DMs to network their game with others, with a mix of both open and closed tables, where each DM retains some control over who can and cannot play in their game?

The following is a top-down design for how I would implement it on a massive scale. Note that I don't honestly expect any of this to ever be implemented on even the most basic level. Think of this more as a thought experiment.


Goals

  1. Create simple rules for transferring a character from one campaign to another.
  2. Account for both open and closed tables, and how they would interact.
  3. Allow for groupings of games, where all tables in a group share the same guiding principles.


Definitions

Node - An RPG campaign game that uses a short paragraph to summarize what it is and how it might differ from other nodes using the same game system.

Protocols - Rules for traveling between nodes. Handshake protocols decided on jointly by the DMs of each node.

Circuit - A circuit is a web-like grouping of nodes with agreed upon rules and regulations, connected to one another by protocols. Most have a governing body of rules that all node members agree to adhere to when joining, and these regulations can range from the extremely complicated, to absolute bare bones. Circuits can be based on game systems, genres, regional location, or even beliefs and philosophies. They can be very generic and broadly encompassing, or very specific in what is allowed.

 

Formal Rules

  1. Any DM with an active campaign may create a node at any time for any reason.
    • DMs may create multiple nodes, although it is highly recommended that DMs only have one active node at a time, or at the very least only one active node on a circuit.
    • It is recommended that AT LEAST one full session be played before officially creating a node.
  2. Any DM may connect their node to another node at any time for any reason, as long as the DM of that node agrees to it. The two DMs briefly collaborate on how their nodes connect (modes of travel, character conversions, and unique campaign rules). These are known as protocols.
  3. Two or more DMs connected by protocols may choose to form a circuit (this is always optional).
    • Some circuits are 'closed' -- that is, all nodes on the circuit belong to that circuit and that circuit alone.
      • To join your node to the circuit, you must be invited by a DM already on the circuit.
    • Other circuits are 'open' -- any node is allowed to establish protocols and connect to it freely, and they are allowed to connect to other circuits as well, thus a single node can belong to more than one circuit (there is no restriction to how many circuits a node can belong to, although circuits can regulate and restrict the connections of their member nodes in whatever way they wish).
  4. Nodes can be updated at any time. It is recommended that if a node undergoes a massive update such as a complete system overhaul, any other closed nodes it is connected are contacted and all protocols are updated accordingly.
  5. Protocols can be updated at any time, but each DM must agree to the protocol updates.
  6. Circuit rules cannot be updated.
  7. Circuits can be left at any time, and can be rejoined at any time, for any reason. Rejoining closed circuits requires an invite as if you were joining for the first time. A circuit with one or fewer active nodes is considered dissolved and disbanded.
  8. Connections between nodes can be severed at any time for any reason so long as one node wishes to sever itself from the other. The protocols are instantly considered dissolved as soon as one side wishes to terminate them.
    • Protocols can be reestablished at any time, but both DMs must agree to them as if creating new protocols.
  9. If a node is severed from all the other nodes of a circuit, it is no longer considered a part of that circuit.
  10. To join a closed node as a player, you must be approved by the DM of that node.
    • Open nodes are essentially open table campaigns.
  11. There is no limit to the amount of players on a circuit OR a node.
  12. There is no limit to the amount of DMs on a circuit, however each node typically only has one DM. 
    • It is highly recommended that different DMs create different nodes even when playing in the same 'world' or 'campaign setting'. It is harder to prune inactive nodes and sever protocols when multiple DMs share ownership of a node.
  13. DMs on a circuit can join other nodes as players as per normal joining rules, but cannot enter their own node as a player.
  14. Players can use protocols to travel between nodes, thus being able to play the same character across multiple campaign settings.
    • Players with characters on circuits containing open tables may always choose to bring characters from that circuit to the open table game.
 
Summary
 
With this method, vast communities can be created, connecting hundreds or even thousands of campaigns. You can join communities or even subcommunities that share rules or ideologies.

The main goal is for this guideline to serve as architecture for connecting campaign worlds in a sensible manner. Each connection is basically a handshake protocol between two DMs -- they agree to allow characters to move between their worlds, and provide the necessary information for doing so. If a player wishes to play their character in a different campaign, the rules outlining how to do so are provided in the circuit regulations. The player need only an invitation, and then the node connection will list any conversion necessary.

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