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General Tabletop Discussion
*Dungeons & Dragons
An Experimental Dual Timeline Campaign?
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<blockquote data-quote="Tonguez" data-source="post: 8176172" data-attributes="member: 1125"><p>I’ve tried to run parallel games in the past - one involved two parties, one a group sent to steal an artifact, the other heroes trying to catch them, the problem is that things quickly get out of whack and it becomes a nightmare to reconcile without railroading or having to find diversions until one side ‘catches up’ with the other. It might be possible, but I couldnt do it.</p><p></p><p>That said I didnt do a parallel story but in one random session I did an adventure in which the PCs were forced through a oneway portal to an unknown world, where they found a group of decomposed skeletons. Examining the remains the PCs notice that the rusted armour, broken weapons and holy symbols are identical to their own property and thus the PCs realise that the skeletons are their own - the PCs now need to find a way out and discover what happened to themselves.</p><p></p><p>I didnt do it but I suppose you could do regular flashback scenes at different adventure points, let the players play themselves in the ‘past’, and then use any information gained to inform their ‘current’ decisions</p></blockquote><p></p>
[QUOTE="Tonguez, post: 8176172, member: 1125"] I’ve tried to run parallel games in the past - one involved two parties, one a group sent to steal an artifact, the other heroes trying to catch them, the problem is that things quickly get out of whack and it becomes a nightmare to reconcile without railroading or having to find diversions until one side ‘catches up’ with the other. It might be possible, but I couldnt do it. That said I didnt do a parallel story but in one random session I did an adventure in which the PCs were forced through a oneway portal to an unknown world, where they found a group of decomposed skeletons. Examining the remains the PCs notice that the rusted armour, broken weapons and holy symbols are identical to their own property and thus the PCs realise that the skeletons are their own - the PCs now need to find a way out and discover what happened to themselves. I didnt do it but I suppose you could do regular flashback scenes at different adventure points, let the players play themselves in the ‘past’, and then use any information gained to inform their ‘current’ decisions [/QUOTE]
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An Experimental Dual Timeline Campaign?
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