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Time and the Fey wild
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<blockquote data-quote="jgsugden" data-source="post: 8394294" data-attributes="member: 2629"><p>I use the Time Warp rules for the Feywild in the DMG for when a creature leaves the Feywild, but I roll the dice when they enter the Feywild so that I know their scenario and can start to plan for it. When a group enters together, they all get the same die roll. If they enter at different times, it is different rolls. This may mean that two PCs returning at the same time might arrive hours, days, weeks, months or years apart. </p><p></p><p>This did result in me putting a game on hiatus. There were multiple groups in the same campaign world adventuring at the same time. One went to the Feywild and spent over a week there, and they'd rolled the 20 to have their days in the Feywild be years in the Prime. I think it was a 9 year delay. When they returned home, they found it in ruins, and their lone surviving ally told them they'd been gone so long, and that disaster had taken place in their absence. We took a hiatus for about 6 months from that game and started new characters in the original time frame for a finite adventure. During that time I dropped hints to the players in the other two groups that the apocalypse situation the hiatus group had seen was starting to come to pass (there were crossover players), and I built all three active games towards events that could stop the apocalypse. Then we returned to the hiatus game and gave them a chance to explore the apocalypse and then do a time travel story to go back and stop the apocalypse by advising the other three groups. It was ambitious, it didn't work as well as I'd have liked, but I think I could do better now.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8394294, member: 2629"] I use the Time Warp rules for the Feywild in the DMG for when a creature leaves the Feywild, but I roll the dice when they enter the Feywild so that I know their scenario and can start to plan for it. When a group enters together, they all get the same die roll. If they enter at different times, it is different rolls. This may mean that two PCs returning at the same time might arrive hours, days, weeks, months or years apart. This did result in me putting a game on hiatus. There were multiple groups in the same campaign world adventuring at the same time. One went to the Feywild and spent over a week there, and they'd rolled the 20 to have their days in the Feywild be years in the Prime. I think it was a 9 year delay. When they returned home, they found it in ruins, and their lone surviving ally told them they'd been gone so long, and that disaster had taken place in their absence. We took a hiatus for about 6 months from that game and started new characters in the original time frame for a finite adventure. During that time I dropped hints to the players in the other two groups that the apocalypse situation the hiatus group had seen was starting to come to pass (there were crossover players), and I built all three active games towards events that could stop the apocalypse. Then we returned to the hiatus game and gave them a chance to explore the apocalypse and then do a time travel story to go back and stop the apocalypse by advising the other three groups. It was ambitious, it didn't work as well as I'd have liked, but I think I could do better now. [/QUOTE]
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