Sir Robilar
First Post
I had this idea about triggered flashbacks that I´d like to pitch to you.
At the beginning of the campaign, each player gets a note with 5 key words and/or phrases. For example:
- blind wolf
- the morning´s embrace
- It cries forever
- a golden shimmering sphere
- nothing short of a Disintegrate spell
These are the trigger words and phrases. The player can keep the note but he is not allowed to show it the other players. Then the campaign starts. From time to time, maybe just once each session, the DM will use one of the words or phrases while mastering the game. He will not point it out though, instead weaving the trigger word into a description, dialogue or whatever.
Example 1: The DM describes a room and says „above the fire hangs the painting of a proud barbarian. In one hand he grips his spear, in the other he is holding a golden shimmering sphere...„
Example 2: While they are trading with a random shop keeper, the DM says „Ah yes my sir, a beautiful sword! And also, nothing short of a Disintegrate spell will destroy it as it´s steel is as hard as...“.
Should the player notice that the DM used the trigger, he may, if he wishes, trigger a flashback, which is basically a memory that his character has in that moment. To trigger the flashback, the player says (in-game) „That reminds me of something“.
Then the Flashback is played out. This character is in the spotlight for a few minutes of game time. The flashback is short and something that happened to the character years in the past.
The flashback should present some sort of challenge for the character. He may for example have to befriend an NPC, kill a monster, escape an ambush or solve a riddle. If the character succeeds, he gets a reward that is still useful for the character in the present. For example, if he manages to kill the monster, he remembers that he kept something in the creature´s possession up to this day. Possible rewards:
- an information about an artifact, a monster, an NPC, that the character had previously forgotten. The information helps in the current quest
- The command word for a magic item in the possession of the character
- a small item which the character had previously forgotten about ("ah look, I just remembered this rusty old amulet I´ve had in my backpack for years. Wonder what it does...")
- the fact that an NPC is now a friend of the character, which comes handy as the goup may need his help just now
If the player fails to succeed in the challenge, we cut back to the present and there is no change.
What do you think?
At the beginning of the campaign, each player gets a note with 5 key words and/or phrases. For example:
- blind wolf
- the morning´s embrace
- It cries forever
- a golden shimmering sphere
- nothing short of a Disintegrate spell
These are the trigger words and phrases. The player can keep the note but he is not allowed to show it the other players. Then the campaign starts. From time to time, maybe just once each session, the DM will use one of the words or phrases while mastering the game. He will not point it out though, instead weaving the trigger word into a description, dialogue or whatever.
Example 1: The DM describes a room and says „above the fire hangs the painting of a proud barbarian. In one hand he grips his spear, in the other he is holding a golden shimmering sphere...„
Example 2: While they are trading with a random shop keeper, the DM says „Ah yes my sir, a beautiful sword! And also, nothing short of a Disintegrate spell will destroy it as it´s steel is as hard as...“.
Should the player notice that the DM used the trigger, he may, if he wishes, trigger a flashback, which is basically a memory that his character has in that moment. To trigger the flashback, the player says (in-game) „That reminds me of something“.
Then the Flashback is played out. This character is in the spotlight for a few minutes of game time. The flashback is short and something that happened to the character years in the past.
The flashback should present some sort of challenge for the character. He may for example have to befriend an NPC, kill a monster, escape an ambush or solve a riddle. If the character succeeds, he gets a reward that is still useful for the character in the present. For example, if he manages to kill the monster, he remembers that he kept something in the creature´s possession up to this day. Possible rewards:
- an information about an artifact, a monster, an NPC, that the character had previously forgotten. The information helps in the current quest
- The command word for a magic item in the possession of the character
- a small item which the character had previously forgotten about ("ah look, I just remembered this rusty old amulet I´ve had in my backpack for years. Wonder what it does...")
- the fact that an NPC is now a friend of the character, which comes handy as the goup may need his help just now
If the player fails to succeed in the challenge, we cut back to the present and there is no change.
What do you think?