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<blockquote data-quote="touc" data-source="post: 8292772" data-attributes="member: 19270"><p>1. An AD&D Dragonlance mini-adventure had a realm in which time looped every day for a city that an archmage sought to save, but instead condemned to eternal "Groundhog's Day, " albeit a perfect day. If players stayed too long, they'd become part of the loop. The archmage was the only one outside this reset, but perhaps he likes this role, and perhaps he isn't too keen on introducing everyone to the regular timeline, in which all would instantly age and die. A thought.</p><p>2. The wizard didn't intend to become a god, right? He wanted to save folks and then find a way out. So it'd be counter-intuitive that he'd use this as an opportunity to seize power. Instead, it's possible a religion sprang up, no matter what he wanted (aka Dune) and he is behind the scenes seeking to quash it.</p><p>3. Catastrophe. Mystery and imagination may be the best way to play this. Something bad happened, but no one is quite sure what. Preserves an aura.</p><p>4. Clerics. Maybe this pocket realm is shut off from the gods. All clerics lost their power. People were used to clerical miracles and now they have none. People lose the faith. There is a subset of clerics who preach faith without power, that we remain loyal and true even though we don't get any powers or gifts.</p><p>5. Crime, Trade, etc. Trade ceases, obviously, but if this realm has unlimited sources, perhaps it's a paradise. As for crime, that's always there, but depends on the rules of the realm. If (see #1) everyone is immortal here and there's enough for everyone, crime drops to nil. However, you need a conflict.</p><p>6. Conflict zone. All good things must come to an end, or so it would seem. Wizard identified a zone in which everything could be undone. World would be returned to the apocalypse, etc. Or, if in a loop, a way to end it. Moral quandary: pure freedom vs. happiness.</p></blockquote><p></p>
[QUOTE="touc, post: 8292772, member: 19270"] 1. An AD&D Dragonlance mini-adventure had a realm in which time looped every day for a city that an archmage sought to save, but instead condemned to eternal "Groundhog's Day, " albeit a perfect day. If players stayed too long, they'd become part of the loop. The archmage was the only one outside this reset, but perhaps he likes this role, and perhaps he isn't too keen on introducing everyone to the regular timeline, in which all would instantly age and die. A thought. 2. The wizard didn't intend to become a god, right? He wanted to save folks and then find a way out. So it'd be counter-intuitive that he'd use this as an opportunity to seize power. Instead, it's possible a religion sprang up, no matter what he wanted (aka Dune) and he is behind the scenes seeking to quash it. 3. Catastrophe. Mystery and imagination may be the best way to play this. Something bad happened, but no one is quite sure what. Preserves an aura. 4. Clerics. Maybe this pocket realm is shut off from the gods. All clerics lost their power. People were used to clerical miracles and now they have none. People lose the faith. There is a subset of clerics who preach faith without power, that we remain loyal and true even though we don't get any powers or gifts. 5. Crime, Trade, etc. Trade ceases, obviously, but if this realm has unlimited sources, perhaps it's a paradise. As for crime, that's always there, but depends on the rules of the realm. If (see #1) everyone is immortal here and there's enough for everyone, crime drops to nil. However, you need a conflict. 6. Conflict zone. All good things must come to an end, or so it would seem. Wizard identified a zone in which everything could be undone. World would be returned to the apocalypse, etc. Or, if in a loop, a way to end it. Moral quandary: pure freedom vs. happiness. [/QUOTE]
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