Hi, Titus here.
First a little backstory:
I came to Crossfire through another fork that had broken away from CF back in 
2006 called Deliantra. I was impressed both with it's roguelike style of gaming 
as well as it's non-congruent story telling, there was no idea what I might 
find next. Fast forward two years and I'm now discovering a facet of RPG gaming 
I've not seen before, a facet that probably developed completely by accident. 
I'm of course talking about that forks persistent history. 
See, that fork had been running continuously since it's last server update and 
has had many players come and go. Many of those players left their mark in some 
way or another and it was in finding those little foot prints left by the games 
previous heroes scratched an itch I didn't know I had.
Ultimately Deliantra was not to be. I had pieced together a nearly complete 
history that terminated with the Great Population Purge of 2015 and never 
recovered. Deliantra did this to themselves and if they had been more forward 
thinking would still be experiencing high numbers in population to this day.
What happened? 
Well I think the first think to happen was that the heros of that age 
discovered some of the less-than-public-friendly content in late stage mlab and 
railed. When the DM response was to lock off those areas instead of fixing the 
problem, the message players received was twofold 'kiss endgame goodbye' and 'I 
couldn't be f*cked'.
The second issue Deliantra faced is exactly what Crossfire is having trouble 
with now: new content. Most players did not find the 'fourth dimension' the way 
that I did. With too low of a population to guide new players and not enough 
stuff for veterans to do, the pile of forgotten knowledge grew and grew.

Ok. Thank you for getting through that, I promise I have a point.

So I mentioned history. This is something many games try to give players 
usually through narrative. Crossfire attempts this with it's anthology of the 
gods and some of the larger game quests. I am no writer of fiction. The stories 
I watch or read are of small, real life dramas which came and went. The antics 
of 4chan, Minecrafts anarchy server 2b2t, the rise and fall of popular rpgs 
from the golden age. These stories are real and inspiring because, as many say 
"you just can't make this stuff up". Many will 'people watch' forever, drawing 
infinite satisfaction from all the little ways people are unpredictable.

To my eyes, The in-game Crossfire universe exists at a single replaying 
position in it's history. Very little distinguishes what happened last week 
from what will happen next week. When a player attempts to leave their marker 
in time, what options are there? How much can a player really feel connected 
both to the world or the community when he is so divorced from doing anything 
which might effect the next generation of players in effect creating a new era 
with each batch.

(Get to the point already, damn)

Ok, I've said a bunch of stuff but what does it all mean?

So I'll get right to it, I'm developing a beta server intended to test a 
handful of mechanics which will turn CF into something completely unique within 
the Roguelike community: A true sandbox rpg complete with that all important 
ability to change over time.

So what have I done so far?

Bigworld is a flat plane in vanilla CF, I've turned it into a globe with the 
'dark side' having been made into an un-populated buildable zone the size of 
the main continent with vertical building capabilities. Now players can 
manually build public and private structures using some of my new buildables.

Dynamic Crafting in Jewelry, Smithery and Woodsman allows players to develop 
relationships with the items they use. It encourages players to find the best 
base item to upgrade over time into a major item of power. The completionist 
players will eat this up.
This will also lead to the creation and circulation of new artifacts which have 
real history associated with them.

Toggleable Permadeath will allow players to preform an in game ritual which 
will activate permadeath/hardcore. Hardcore players receive a buff to their exp 
and have a gravestone spawned on a 'leader board'  cemetery map when they die 
(Raise Dead spells work, further encouraging population).
Apotheosis (coming soon) will allow hardcore players to create their own cult 
by consecrating an altar to themselves. This will convert said character to 
demi-godhood with the following results.
@ zero followers, -5% buff to all stats
@ 1-5 followers +2% buff to all stats
@5-8 followers +5% buff
@8-12+ followers 10% buff (these figures are being workshopped)

Followers in turn receive a buff for joining said cult which is calculated from 
a handful of random stats from the demi-god.

Demi-god can then designate a 'cult-item' which is destroyed over the altar in 
place of it being created as a 'god given' item available for cult members. 
This obviously links back to dynamic crafting, now cult members will work 
together to create items of power for the good of the group.

Other smaller stuff I've done involves new modes of transportation such as a 
driveable horse and dragon, more pilotable ships, more roads and water ways.
I've also pulled all the crap out of the mlab maps and believe them to be good 
for public play. I intend to represent them as the questing-element end game.

Ok, you've gotten this far, you rock.

My thinking is this: Players do not want to disconnect from the game to make 
new content so instead we incorporate content creation right into the 
playability. In less than a year different servers could have completely unique 
locations and demigods, all with their own stories. Who knows? Maybe linking 
servers together at that point might be the beginnings of a real in-game 

Thoughts?Objections?Concerns?Requests for Child Support?

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