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Back to the Future- Adventuring in your own history -
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<blockquote data-quote="WanderingMonster" data-source="post: 493205" data-attributes="member: 573"><p><strong>I've done this</strong></p><p></p><p>I originally posted a Story Hour in the orginal forum when Eric Noah still sat in the captain's chair. The gist is that the players had reached the climax of the current multi-level quest: to breech the extra-dimensional tomb of a dead god. When not all of them could make it to the next session, I added an interlude where those who did make it played the unfortunate few who were sealed in the tomb. It was a neat experience, and made for insteresting psyco-dramas when they realized they were confined to a hopeless situation. They began to resent those on the outside who had callously imprisoned them as well.</p><p></p><p>When we played the tomb in the campaign's present day, it became very powerful. When they encountered a wight wizard, they knew who it was and why he became a wight. When they saw the ghouls, they knew what drove them to first consume sentient flesh. It made the night more memorable. I was lucky that everyone was into the idea. I did railroad them, but it was appropriate for the scenario. </p><p></p><p>Cutaways, flashbacks, and interludes are effective if a) they reveal enough but not too much, and b) the participants think its fun.</p></blockquote><p></p>
[QUOTE="WanderingMonster, post: 493205, member: 573"] [b]I've done this[/b] I originally posted a Story Hour in the orginal forum when Eric Noah still sat in the captain's chair. The gist is that the players had reached the climax of the current multi-level quest: to breech the extra-dimensional tomb of a dead god. When not all of them could make it to the next session, I added an interlude where those who did make it played the unfortunate few who were sealed in the tomb. It was a neat experience, and made for insteresting psyco-dramas when they realized they were confined to a hopeless situation. They began to resent those on the outside who had callously imprisoned them as well. When we played the tomb in the campaign's present day, it became very powerful. When they encountered a wight wizard, they knew who it was and why he became a wight. When they saw the ghouls, they knew what drove them to first consume sentient flesh. It made the night more memorable. I was lucky that everyone was into the idea. I did railroad them, but it was appropriate for the scenario. Cutaways, flashbacks, and interludes are effective if a) they reveal enough but not too much, and b) the participants think its fun. [/QUOTE]
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