I'd prefer something similar to Instanced Campaign, but the way I was planning it would involve a lot of player interaction for the upkeep of all their stuff, as it was all going to be in casual games. 1. Players are required to create a new Campaign Character, or at least powerlevel one of their old ones up to the appropriate level of the start of the campaign. 2. Campaign Characters start the Campaign at whatever level the GM decreed, and will be awarded the appropriate amount of Exp depending on whatever the level of the mission they played was. The players will be responsible for getting the Exp in regular Campaign. 3. Players can only equip a Campaign Character with loot acquired during the course of the Campaign, or at least what they can buy from the stores with gold aquuired from the campaign. Due to the hassle of costs and shop availability, I was just going to declare all common and uncommon items open season, and the rest rely on the Daily Deal. 4. The GM will get the chances of drops from specific chests then roll dice and open chests until they get the appropriate stuff (or just GM Fiat something good in there for them) 5. The players will hopefully have the loot the GM gives them out of those chests, or else it'll be rather hard to equip the non-existent items.
Let's turn that around: At the beginning of the campaign, each player emails the GM their current inventory, and the GM picks items from that to be their starting equipment and loot from each chest. If @neoncat was still around, I bet he could even write up a webtoy to randomly pick items of a certain rarity useable by a char of a certain level/race/class.
Is there loot in MP Co-Op? (I've never played a casual game.) If there is loot (which may be a big if), it should be random. The GM should not be able to pick the loot unless the campaign is sand-boxed (i.e. the items can't be used in MP or SP). Otherwise we'd have people giving top loot to their friends for use in the rest of the game. I doubt sand-boxing is going to happen in the foreseeable future, although I'd like to see something along these lines for The Nudie Run.
There's a bit of a chicken and egg problem here - limited GM code support because there's not much of a scene, not much of a scene due to limited code support. Where possible I look for low hanging fruit, eg opening up the editor & adding custom scenario support, to shuffle this along. Not sure what the next step is though. I've been thinking for a while it'd be good to just run and record some sessions showing the existing tools in action, but having never GMed a real game in my life I don't think I'm the right person for the job.
Maybe the thing to do here is to set up a regular GM gaming group. eg: ~1 hour a week, at the same time each week 4 players players take turns to GM, one GM per week GM prepares the opening scenario, and maybe some follow on scenarios if they feel up to it or maybe they take a few minutes to build follow-on scenarios as the adventure progresses I guess players would bring in their own characters? Or use fixed AI depending on the scenario? I dunno. Skype might be a good idea. Voice > text. I'll record (and participate) and release lightly edited footage on youtube, so other people can see what we're doing and how it works. This'd ensure GM type games were actually played, and help us all figure out how best to play them, what works, what doesn't, and how code support could help. Anyone keen?
That's an awesome idea, tbh. Raising awareness about custom games and the co-op features would be great, even leaving GM stuff. I'm very busy with work and other stuff as of late, but I might be available depending on what the day/time of this is.
It sounds like this never got off the ground. But I like the ideas of a Cardhunter multiverse where you can play through other designers 3 or 4 game scenarios.