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General Tabletop Discussion
*Dungeons & Dragons
An Experimental Dual Timeline Campaign?
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<blockquote data-quote="Don Durito" data-source="post: 8176196" data-attributes="member: 6687260"><p>There are certain issues with doing things this way of course but it's not impossible.</p><p></p><p>It's easier if you are playing different characters and can have huge benefits for information. I've run games when characters need to explore a ruined city and then they find a journal written by people who visited that city at it's height and then they actually play a one off with those characters, before visting the city with their regular characters in its present day environment.</p><p></p><p>With the same characters - barring some device which means the characters have lost their memory of previous events (not too hard to do in a fantasy game). You need to structure things very carefully.</p><p></p><p>I'd approach it with something like this: At the end of the session Kurlog the Half-Orc arrives on the scene. Leave the session with a kind of cliffhanger - you all of course know Kurlog the Half-Orc.</p><p></p><p>Then the next session going back in time is about defining their relationship with Kurlog the Half-Orc in the past. This is meaningful as if affects their so far undefined present relationship with Kurlog. Based on the past time line he might be there to assist the PCs in the present day or he might be seeking revenge.</p><p></p><p>But I think it's key that it be structured in such a way as the events in the past timeline have meaningful choices that influence the present day.</p></blockquote><p></p>
[QUOTE="Don Durito, post: 8176196, member: 6687260"] There are certain issues with doing things this way of course but it's not impossible. It's easier if you are playing different characters and can have huge benefits for information. I've run games when characters need to explore a ruined city and then they find a journal written by people who visited that city at it's height and then they actually play a one off with those characters, before visting the city with their regular characters in its present day environment. With the same characters - barring some device which means the characters have lost their memory of previous events (not too hard to do in a fantasy game). You need to structure things very carefully. I'd approach it with something like this: At the end of the session Kurlog the Half-Orc arrives on the scene. Leave the session with a kind of cliffhanger - you all of course know Kurlog the Half-Orc. Then the next session going back in time is about defining their relationship with Kurlog the Half-Orc in the past. This is meaningful as if affects their so far undefined present relationship with Kurlog. Based on the past time line he might be there to assist the PCs in the present day or he might be seeking revenge. But I think it's key that it be structured in such a way as the events in the past timeline have meaningful choices that influence the present day. [/QUOTE]
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