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Time Travel in yourgame?
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<blockquote data-quote="Raunalyn" data-source="post: 7443069" data-attributes="member: 72670"><p>I've had several campaigns where time travel played a prominent role, but the PCs were very rarely directly involved.</p><p></p><p>In one D&D campaign (set in Dragonlance), I had the main villain travel back in time to before the War of the Lance and convince Verminaard to attack the city of Solace with his red dragonarmies before the Companions could begin their journey to restore knowledge of the Gods of Krynn. This created an alternate timeline where the characters in my game were able to run through elements of the Dragonlance modules. They eventually correct the timeline and are thrust back into the main timeline at the campaign's end.</p><p></p><p>Another campaign, one that was surprisingly successful, was a Mage campaign that I was running. FYI...Mage mixes very well with the Cthulhlu mythos, so that is what the campaign centered on. One of the characters was a Homicide detective that used her Time magic to see into the past to solve murders. The campaign is kicked off with a mysterious phone call to the player. The voice on the other end of the phone sounded familiar, but she couldn't point out where she had heard the voice before, and the only thing the voice said was, "You know what they say about the road to Hell?"</p><p></p><p>There just so happened to be a shop where the party would frequently purchase their magic supplies that was named "Good Intentions," and this triggered an investigation into a string of murders that led to a cult who was using these murders to trigger the return of some unspeakable monstrosity, etc. etc.</p><p></p><p>This campaign ran for several years, so it was a couple of years later that the same detective, who had just received a phone call. The group had just finished a major campaign arc that did not go well. The group had attempted to save someone out of the goodness of their hearts, only to learn that the person they were saving was a major Nephandus (a corrupt Mage working to bring about the end of everything). </p><p></p><p>Keep in mind, I had been manipulating things to get to this point, and I'm not entirely sure the players in my group knew what I was doing. While the detective picks up the phone, saying hello a few times to an empty line. Meanwhile, the party is discussing what had just happened. One of the other party members mentioned that this disaster had begun with the best of intentions. And, right on cue, the player of the person playing the detective says, "Well, you know what they say about the road to hell?"</p><p></p><p>I got really quiet. The detective's player's eyes grew really really wide when she realized what she had just said.</p></blockquote><p></p>
[QUOTE="Raunalyn, post: 7443069, member: 72670"] I've had several campaigns where time travel played a prominent role, but the PCs were very rarely directly involved. In one D&D campaign (set in Dragonlance), I had the main villain travel back in time to before the War of the Lance and convince Verminaard to attack the city of Solace with his red dragonarmies before the Companions could begin their journey to restore knowledge of the Gods of Krynn. This created an alternate timeline where the characters in my game were able to run through elements of the Dragonlance modules. They eventually correct the timeline and are thrust back into the main timeline at the campaign's end. Another campaign, one that was surprisingly successful, was a Mage campaign that I was running. FYI...Mage mixes very well with the Cthulhlu mythos, so that is what the campaign centered on. One of the characters was a Homicide detective that used her Time magic to see into the past to solve murders. The campaign is kicked off with a mysterious phone call to the player. The voice on the other end of the phone sounded familiar, but she couldn't point out where she had heard the voice before, and the only thing the voice said was, "You know what they say about the road to Hell?" There just so happened to be a shop where the party would frequently purchase their magic supplies that was named "Good Intentions," and this triggered an investigation into a string of murders that led to a cult who was using these murders to trigger the return of some unspeakable monstrosity, etc. etc. This campaign ran for several years, so it was a couple of years later that the same detective, who had just received a phone call. The group had just finished a major campaign arc that did not go well. The group had attempted to save someone out of the goodness of their hearts, only to learn that the person they were saving was a major Nephandus (a corrupt Mage working to bring about the end of everything). Keep in mind, I had been manipulating things to get to this point, and I'm not entirely sure the players in my group knew what I was doing. While the detective picks up the phone, saying hello a few times to an empty line. Meanwhile, the party is discussing what had just happened. One of the other party members mentioned that this disaster had begun with the best of intentions. And, right on cue, the player of the person playing the detective says, "Well, you know what they say about the road to hell?" I got really quiet. The detective's player's eyes grew really really wide when she realized what she had just said. [/QUOTE]
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