From the publisher's web site:
Living Divine is a shared-world campaign, using 4th Edition Dungeons & Dragons rules. Players create characters - living immortals - that can be played in any Living Divine adventure that supports their levels of play, at events worldwide. As your character plays adventures, it earns experience points, treasure, and followers which stay with you from game to game.
Living Divine was designed to be different than previous and existing Living campaigns, to fill a niche that was previously vacant:
- Story/Character-centric: Our campaign stresses the story – both ours, and yours – as the most important element of the game.
- Slower Character Growth: Since your story is so important, we want you to spend more time telling it. To this end, we award experience at a much slower rate than you may be used to with other campaigns.
- Less Combat Importance: Combat is not as significant in our campaign, as in other campaigns. You can often skirt entire combat situations with non-combat options, if you choose.
- No ‘Arms Race’: Campaigns often view the gamemaster-player relationship as adversarial; as players get more skilled, the gamemaster ramps up the difficulty to compensate. In a Living campaign, this leads to an arms race, where the difficulty keeps increasing, until more casual players are unable to play. In our campaign, we see the gamemaster as just another member of the audience, experiencing the story along with you. Our difficulty level is stationary. If you manage to conquer our combats and rout our puzzles, we say ‘good for you’.
- Less Rules Importance: We are less concerned with the rules than usual. By default, we use the latest errata of Dungeons & Dragons, 4th edition. Want to use the unerrata’d version? No problem. Want to include house-rules? As long as everyone is agreeable to that, great! Play the way you want to play. In fact, we’re willing to entertain attempts to convert our game to other game systems, as well. Just tell us what you want to do.
- Greater Difficulty: Anything worth having is worth fighting for. Our difficulty level is set higher than average. Death in our campaign is permanent, making every dangerous situation risky. And there is a chance to fail in every scenario (and failing doesn’t necessarily mean death).
- Regional Structure: Our campaign divides the world into geographical regions, each with its own unique flavor and storyline. Local scenarios are only available in-region for six months, before they become available to the world at large. Some content is never available anywhere else.
- Unique Environment: The world of Living Divine is unique to the campaign. It is unlike any other setting, with all new creatures, races, and themes.