Open World

There is no McGuffin, no Big Bad Evil guy, just an untamed wilderness full of mysteries. There will be regional issues everywhere you go either among the locals or relating to the colonist or even the ancient civilization that left all these ruins behind.

1) There is no regular time: every session will be scheduled by the players on the fly.

2) There was no regular party: each game can have different players drawn from a pool of around 10-14 people.

3) There is no regular plot: The players decided where to go and what to do. It is a sandbox game in the sense that’s now used to describe video games like Grand Theft Auto. There was no mysterious old man sending them on quests. Very little overarching plot, just an overarching environment.

When a group of players decide what they want to do next they contact a DM and work out a time. Because of this there are some rules.

1. Nothing happens in town. Because there could be as many as 10 PC's resting in town while you adventure we can't have the town burning down while they aren't playing. This is built into the setting, the town is a flying marvel that the natives are terrified of.

2. Sessions end in town. Because getting the exact same people together to finish an adventure would be annoying sessions need to finish in town. This is also built into the setting, alters are scattered throughout the world that will teleport users back to the town.

3. Players need to keep each other informed. Bonus XP will be handed out for Adventure log write ups, as it's important that everybody knows what has happened and what new plot leads are found. DM's will follow up by helping to flesh out any new areas and linking DM only pages to adventure logs. There will also be a player POV map that will be updated with each session.

4. This place is deadly, there will be places much more dangerous than the areas around it. This might come in the form of a den of a dangerous dormant animal, or an extremely deep cave, PC's need to pay attention to surroundings and DM's need to drop some hint. Retreat is a very good idea sometimes.