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How can I create a "Groundhog Day" village?
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<blockquote data-quote="MarkB" data-source="post: 7182710" data-attributes="member: 40176"><p>What's the ultimate goal? For the PCs to simply uncover the truth and reveal the horror beneath the illusion?Or something more?</p><p></p><p>What happens if the PCs buy food, drink and supplies in town? What are they actually eating?</p><p></p><p>This sounds like it's within the purview of a Wish - maybe not the actual Wish spell, but the ability of a wish-granting creature. For that matter, such an ability could even manage an actual time loop, if you wanted to go that way.</p><p></p><p>For maintaining the illusion for the players, I'd suggest having, say, ten major NPCs and writing down the major events of the day as it plays out from each of their perspectives. That way you know what changes for whom when the PCs intervene in events.</p><p></p><p>If you do stick with it being an illusion, don't make the characters too compelling or let the players to through too many loops. In a story, having the protagonists become invested in a group of people only to find out that they don't really exist can be played out as tragic and full of pathos, but in a game, having the players find out that the people and events they've been engaging with, maybe for multiple sessions, are just illusions is more likely to piss them off.</p></blockquote><p></p>
[QUOTE="MarkB, post: 7182710, member: 40176"] What's the ultimate goal? For the PCs to simply uncover the truth and reveal the horror beneath the illusion?Or something more? What happens if the PCs buy food, drink and supplies in town? What are they actually eating? This sounds like it's within the purview of a Wish - maybe not the actual Wish spell, but the ability of a wish-granting creature. For that matter, such an ability could even manage an actual time loop, if you wanted to go that way. For maintaining the illusion for the players, I'd suggest having, say, ten major NPCs and writing down the major events of the day as it plays out from each of their perspectives. That way you know what changes for whom when the PCs intervene in events. If you do stick with it being an illusion, don't make the characters too compelling or let the players to through too many loops. In a story, having the protagonists become invested in a group of people only to find out that they don't really exist can be played out as tragic and full of pathos, but in a game, having the players find out that the people and events they've been engaging with, maybe for multiple sessions, are just illusions is more likely to piss them off. [/QUOTE]
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How can I create a "Groundhog Day" village?
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