Help on time related plot point

Gwaihir

Explorer
I need some input from the wise quorum on these forums, I am interested in getting my pcs to experience a chunk of campaign history several thousand years in the past. I have been tumbling time travel around in my head, and may still go that way.

However, I am reminded of the ST:TNG episode where a probe takes over Picards mind and becomes a different guy and lives out his life as that guy, the probe turns out to be from a long dead world and this was their way of preserving thier peoples history.

Could I pull something like this off? I guess my worry is that I have 4 Pcs, not one. When one picks up the sword and sees his vison, the others would be left out. Or i could have them touch some altar and freeze up, but then I would guess the others would not choose to touch the altar.

Any thoughts on how I can pull this off?
 

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Write up a couple cards in advance of the game.

On them, write something like:

"You notice an otherwise normal rock on the floor has a bit of a glint to it, almost as if it were an uncut gem. If you want to pick it up without telling anyone, wink at the DM."

Then, call for a Spot check, and hand that card to the player who rolls highest (or some other method of determining it).

If they pick it up, hand them another card that asks them to make a Will save at an appropriately high DC.

This card should say something like, "Looking further at this rock, you realize that it's valuable. Very, very valuable. In fact, you don't want to let anyone else know how valuable it is."

Do this, one item for each PC. Chances are, at least one of them will fail the Will save.

In the "Altar Room," there's an incomplete mosaic on the floor / wall / whatever.

For anyone who failed their will save, hand them an additional card:

"You suddenly feel a strong compulsion to approach the wall. Looking at it, you realize that the rock (or whatever) would probably fit into a bare patch in the mosaic. Now that you think about it, the rock would fit perfectly. It *belongs* as part of that mosaic. Everything would be right if the rock were placed in the mosaic. And it's brothers, as well. Roleplay accordingly."
 

I'd just fiat them into all getting pulled into the flashback, without a lot of setup or explanation. I've been finding that using mystery to set up a situation hasn't been working that well for me recently, and just framing right to the scene I want has been a lot more successful.

After all, they aren't getting a reasonably informed choice, they're being pulled into it (which I think is fine; it's interesting). As a player, I hate having thirty minutes of play where the GM slowly waits for me to walk into the trap. I'd rather get to the good stuff right away. :)
 


Gwaihir said:
However, I am reminded of the ST:TNG episode where a probe takes over Picards mind and becomes a different guy and lives out his life as that guy, the probe turns out to be from a long dead world and this was their way of preserving thier peoples history.

"The Inner Light", IMO the single-coolest TNG episode they ever did.

As the others have pointed out, you can certainly use some sort of magic to get the whole party to experience the "vision". I'd recommend this -- keep in mind that, while focusing on one character in that way is a staple of literature, it usually makes for an awful RPG experience for those not involved.
 

Thanks for the input, an item giving the "visions" to the entire group seems appropriate.

Kenobi65, I agree, my intent would be to involve the entire party.

What do you all think, should I change something key about the setting, such as spell effects to emphasize that it is a different era?
 

Gwaihir said:
What do you all think, should I change something key about the setting, such as spell effects to emphasize that it is a different era?
That's part of the reason I was suggesting an intelligent item - it could impart impressions as well. Including the idea of how old what they are seeing is.
 

I'm currently running my group (with different PC's) through the campaign world's past (700 years ago).

A couple of questions:
1) Do you want the PC's (with their modern knowledge) to experience the events directly? Or would it be enough for the knowledge to be transmitted to them (like through dreams, or a magic memory stone)?

2) Do you want the PC's to be able to affect the past?

3) How many sessions will this flashback take?

I would suggest the following:
Get the PC's to someplace important to the history. Preferably someplace spooky. When they rest for the night, ghosts/gods/magic invades their dreams.

Have them create new characters. Run 2 or 3 sessions with those characters. Set these alternate PC's in the past, with something important to do. At the conclusion of those sessions, have the modern PC's wake up and realize that they've all just had the same dream.

Spider
 

If you play in my group don't read this!

Spider

Answers
1) Either Way
2) Yes
3) 2-3 sessions, though we play only 1 time per month.

For that reason, I am loth to have them role up new characters, though I would consider having the "timeshift" somehow modify the current characters. I also would like there to be some sort on lingering effect when the characters "return" to current day.

The campaign setup is essentially this.
The characters (session 1) began the campaign as soldiers in a fortress that was going to be destroyed as a big trap to end a cataclysmic war. During their escape from this, they were caught unaware by a basilisk and turned to stone.
400 some years later, they were released from the statue form, after a long period of time being venerated as deities by a tribe of not so bright goblins.

The religion of the world is monotheistic though several sects venerate different saints to honor the Diety. One of the campaign themes is the clash of religious and secular. The first saint, the first missionary of this diety arrived about 3000 years ago to spread the religion.
This time is now shrouded in legend. I would like to send them back about 2600 years to get a different perspective on the current days issues. I envision them meeting up with at least one guy who will eventually be sainted, and is the saint for one of the players.
Thanks
 

is it important that the past characters have the memories of their present characters? If not, why not just eschew magic althogether.

The PCs just find some stone tablet or painted mural or whatever with a story written on it. Instead of just reading them the story, you give them new characters and make them play it.
 

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