March 30, 2025

World legacy mechanics - Devlog #50

How do you create a world where players can take on both episodic 1-2 session adventures or full campaigns in a way that makes it feel like their decisions matter? Or that the world is alive and changing with them? These are questions I have been exploring for Bug & Claw.

One of the ways I have been exploring this is with the world map and the way locations are denoted.

If each location has stats similar to a character, those stats can be adjusted as necessary.

Stats like the following can be tracked:

  1. Infection level
  2. Resonance level
  3. Social standing
  4. Economy or settlement level

These can, of course, be short-form, with full settlement sheets for the main places characters visit being incorporated into the Weaver's materials.

An example where no settlements have been visited:

Example where settlements have been visited:

Other methods I'm exploring:

Map-level

  • Shape and colour of map markers
  • Adding new locations
  • Removing locations
  • Roadblocks
  • Patrols and wandering monsters
  • Terrain changes
  • Flavour changes to a location's sheet
  • Rule changes to a location's sheet
  • New random item/market availability
  • New random quest availability
  • Instructing players to disfigure infected areas
  • Revealing of areas previously obscured by infection

Game-level

  • Overarching rule changes
  • New ancestral order unlocks
  • Altering random event tables
  • Random event table swaps
  • Random item table swaps

The majority of the way I can feasibly think of doing these other methods is with stickers or digitally, which is part of why I'm only focusing on them for later.

A crystal

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