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[4e] Campaign Ideas...
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<blockquote data-quote="knightofround" data-source="post: 5249930" data-attributes="member: 27884"><p>Yeah, I wouldn't recommend forcing the PCs to be Devas, that's way too gimmicky.</p><p></p><p>What is the party going to be looking like?</p><p></p><p>Perhaps the party realizes that in order to save the world, they need to go back in time and change a few key things. However, they know that they're going to lose more and more memories the further back they go. So, they hop backwards in little jumps, leaving clues at key locations to remind themselves what they need to do.</p><p></p><p>You could even have two copies of the party. You would run the "futuristic" party as NPCs (deleveled the further they go back in time), and the players would be the "original" party. Or vice-versua.</p><p></p><p>That's a pretty powerful hook, imo. If a copy of your future self shows up with some written message that you need to save the universe, and both of you are clueless. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Another thing to keep in mind is that its fine for people to roll different characters. The composition of an adventuring party may change several times before getting to the end. The nice thing about time travel campaigns is that its always easy to retcon. Just because the *futuristic* PCs were in the adventuring party trying to save the world, doesn't mean that the *current* adventuring party needs to have the same people. In fact, meeting one of those characters (perhaps even turning them into a villian!) could be a key turning point in the campaign.</p></blockquote><p></p>
[QUOTE="knightofround, post: 5249930, member: 27884"] Yeah, I wouldn't recommend forcing the PCs to be Devas, that's way too gimmicky. What is the party going to be looking like? Perhaps the party realizes that in order to save the world, they need to go back in time and change a few key things. However, they know that they're going to lose more and more memories the further back they go. So, they hop backwards in little jumps, leaving clues at key locations to remind themselves what they need to do. You could even have two copies of the party. You would run the "futuristic" party as NPCs (deleveled the further they go back in time), and the players would be the "original" party. Or vice-versua. That's a pretty powerful hook, imo. If a copy of your future self shows up with some written message that you need to save the universe, and both of you are clueless. :) Another thing to keep in mind is that its fine for people to roll different characters. The composition of an adventuring party may change several times before getting to the end. The nice thing about time travel campaigns is that its always easy to retcon. Just because the *futuristic* PCs were in the adventuring party trying to save the world, doesn't mean that the *current* adventuring party needs to have the same people. In fact, meeting one of those characters (perhaps even turning them into a villian!) could be a key turning point in the campaign. [/QUOTE]
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