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CHRONOMANCER: WotC's new meta-setting?
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<blockquote data-quote="Coroc" data-source="post: 7463821" data-attributes="member: 6895991"><p>[MENTION=177]Umbran[/MENTION] #9 Exactly this, i once did Castle Forlorn, a small ravenloft domain campaign, with very forgiving Players thankfully where the Players could not know history of the place and ran into lots of Trouble:</p><p></p><p>Potential Spoiler:</p><p></p><p>The Castle has 3 different states in 3 different times, as well as the arch Nemesis of the Setting who has 3 different forms at each Point in time. All of that is well explained if you read it and makes sense, but here comes the Twist:</p><p></p><p>So you got your map with the Castle layout which alters depending on which year you are in, and on several points you switch the time you are in. Of course the Players do not know about this and do not notice, unless they very carefully map the whole thing themselves and make notes. The adventure suggests such things as clues to the Players like when the Players fight something in one room and cast a fireball the walls might be scorched black in two of the dungeons points in time but perfectly shiny in the past.</p><p></p><p>So you basically need three different maps and need to somehow Switch secretely which map you are on, and communicate the info to the Players without spoiling to much.</p><p></p><p></p><p>Sounds quite cool and mystery and chilling on the first glance but: The amount of bookkeeping by the DM is ridicolous, basically he got to make notes of every small detail in each of the felt thousand rooms and note when the Players change something, so he can provide them with clues that time travel is going on.</p><p></p><p>Fazit:</p><p></p><p>Without failsafes you easily run into paradoxes if your timetravelling is something more complex than e.g. just a single jump to the past and when something is resolved there eventually back to the presence again.</p></blockquote><p></p>
[QUOTE="Coroc, post: 7463821, member: 6895991"] [MENTION=177]Umbran[/MENTION] #9 Exactly this, i once did Castle Forlorn, a small ravenloft domain campaign, with very forgiving Players thankfully where the Players could not know history of the place and ran into lots of Trouble: Potential Spoiler: The Castle has 3 different states in 3 different times, as well as the arch Nemesis of the Setting who has 3 different forms at each Point in time. All of that is well explained if you read it and makes sense, but here comes the Twist: So you got your map with the Castle layout which alters depending on which year you are in, and on several points you switch the time you are in. Of course the Players do not know about this and do not notice, unless they very carefully map the whole thing themselves and make notes. The adventure suggests such things as clues to the Players like when the Players fight something in one room and cast a fireball the walls might be scorched black in two of the dungeons points in time but perfectly shiny in the past. So you basically need three different maps and need to somehow Switch secretely which map you are on, and communicate the info to the Players without spoiling to much. Sounds quite cool and mystery and chilling on the first glance but: The amount of bookkeeping by the DM is ridicolous, basically he got to make notes of every small detail in each of the felt thousand rooms and note when the Players change something, so he can provide them with clues that time travel is going on. Fazit: Without failsafes you easily run into paradoxes if your timetravelling is something more complex than e.g. just a single jump to the past and when something is resolved there eventually back to the presence again. [/QUOTE]
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