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<blockquote data-quote="Hof" data-source="post: 5261745" data-attributes="member: 653"><p>This campaing sounds like fun, but it would be a hassle to force the experiences of the characters to lead up to the end result they know they'll eventually reach. Railroading seems inevitable.</p><p>Perhaps it would be easier to put this burden on their shoulders instead, so how about this:</p><p></p><p>The PC's are high level and battling a deity or primordial with powers linked to time and fate. They have a long history together and have been through many adventures finding out the weaknesses of this adversary. This information is the key. Have the players collaborate on these stories and facts about their nemesis, using it as a base for the last adventure, which is actually played out. This way the players know and love the abilities of their epic characters.</p><p>And just as they are about to deal the final blow, the enemy pulls a fast one and 'resets' the whole world to the time when the PC's were level 1 - except for the memories of the heroes.</p><p></p><p>Now they are rookies again and history as they knew it has yet to unfold. They know their enemy and lots about the world. But how long will this last when every action they take could change the results once held for granted, for better or for worse?</p><p>This is most pressing if, for example, the power of the deity grows with each deviance from the old timeline - and the players know this.</p><p></p><p>Just think about the role playing opportunities as the players pine for powers they remember but have yet to gain - if they can get them again. Also, the memories they hold give them an advantage at first as they know more than anyone else about coming events. This dwindles as the new history unfolds and their old notions need no longer be true.</p></blockquote><p></p>
[QUOTE="Hof, post: 5261745, member: 653"] This campaing sounds like fun, but it would be a hassle to force the experiences of the characters to lead up to the end result they know they'll eventually reach. Railroading seems inevitable. Perhaps it would be easier to put this burden on their shoulders instead, so how about this: The PC's are high level and battling a deity or primordial with powers linked to time and fate. They have a long history together and have been through many adventures finding out the weaknesses of this adversary. This information is the key. Have the players collaborate on these stories and facts about their nemesis, using it as a base for the last adventure, which is actually played out. This way the players know and love the abilities of their epic characters. And just as they are about to deal the final blow, the enemy pulls a fast one and 'resets' the whole world to the time when the PC's were level 1 - except for the memories of the heroes. Now they are rookies again and history as they knew it has yet to unfold. They know their enemy and lots about the world. But how long will this last when every action they take could change the results once held for granted, for better or for worse? This is most pressing if, for example, the power of the deity grows with each deviance from the old timeline - and the players know this. Just think about the role playing opportunities as the players pine for powers they remember but have yet to gain - if they can get them again. Also, the memories they hold give them an advantage at first as they know more than anyone else about coming events. This dwindles as the new history unfolds and their old notions need no longer be true. [/QUOTE]
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