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A Campaign Without a Metaplot?
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<blockquote data-quote="Ydars" data-source="post: 4323678" data-attributes="member: 62992"><p>This idea for telling stories in a tavern is like "The Adventures of Baron Munchhausen"; an RPG published in the UK by Hogshead (who also published WHFRP for a while). I never played it but always thought the concepts were interesting. </p><p></p><p>I LOVE the idea of shoving Valhalla on top though; brilliant. Now THIS is innovation!!!</p><p></p><p>A related thing I have used is a game where the characters are all reincarnated but cannot clearly remember their past lives. As the game progresses, they can sometimes end up journeying into their shared memories. I did this because of players coming and going all the time and this method allows you to GM whatever you want without breaking continuity; you can have whole game sessions that take no "time" in the sense that the past memory is instantaneous. If they explore this past life, they get experience for "remembering" and if they die they can gain impediments or insanities that affect them after the end of the memory.</p><p></p><p>In the end, my players were actively seeking their pasts out, rather than just playing the plot from the real world. We even had one plot where the characters were effectively time travelling; seeing some ruins both now and as they were a thousand years before.</p></blockquote><p></p>
[QUOTE="Ydars, post: 4323678, member: 62992"] This idea for telling stories in a tavern is like "The Adventures of Baron Munchhausen"; an RPG published in the UK by Hogshead (who also published WHFRP for a while). I never played it but always thought the concepts were interesting. I LOVE the idea of shoving Valhalla on top though; brilliant. Now THIS is innovation!!! A related thing I have used is a game where the characters are all reincarnated but cannot clearly remember their past lives. As the game progresses, they can sometimes end up journeying into their shared memories. I did this because of players coming and going all the time and this method allows you to GM whatever you want without breaking continuity; you can have whole game sessions that take no "time" in the sense that the past memory is instantaneous. If they explore this past life, they get experience for "remembering" and if they die they can gain impediments or insanities that affect them after the end of the memory. In the end, my players were actively seeking their pasts out, rather than just playing the plot from the real world. We even had one plot where the characters were effectively time travelling; seeing some ruins both now and as they were a thousand years before. [/QUOTE]
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