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How to run a Higurashi/Groundhog Day style game?
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<blockquote data-quote="WalterKovacs" data-source="post: 4846344" data-attributes="member: 63763"><p>Legend of Zelda: Majora's Mask has a similar looping structure, where you slowly find out how to succeed in saving things, and where some stuff that happened in previous incarnations remains the same.</p><p> </p><p>If you don't want to go the route of "somehow the previous iteration caused a change in all 'future' iterations", then perhaps the PCs do get to bring something back with them. It depends in part on the make up of the party, but presumably accumulating memories would mean that while the PCs are always reset to their starting gear, and their starting health, etc ... they would retain any new knowledge which would mean they could perhaps gain experience, skills, knowledge, etc. In this case the rewards for completing certain tasks would be experience, but also information about what other task should be accomplished, and likely something that let's them know they don't need to do this again. Or perhaps once they know how to break the cycle, they run through one final iteration where they have to accomplish every 'good deed' in the course of a single iteration. The party would know every fight they'd be involved in, and could plan accordingly how to allocate their resources over the length of the iteration.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 4846344, member: 63763"] Legend of Zelda: Majora's Mask has a similar looping structure, where you slowly find out how to succeed in saving things, and where some stuff that happened in previous incarnations remains the same. If you don't want to go the route of "somehow the previous iteration caused a change in all 'future' iterations", then perhaps the PCs do get to bring something back with them. It depends in part on the make up of the party, but presumably accumulating memories would mean that while the PCs are always reset to their starting gear, and their starting health, etc ... they would retain any new knowledge which would mean they could perhaps gain experience, skills, knowledge, etc. In this case the rewards for completing certain tasks would be experience, but also information about what other task should be accomplished, and likely something that let's them know they don't need to do this again. Or perhaps once they know how to break the cycle, they run through one final iteration where they have to accomplish every 'good deed' in the course of a single iteration. The party would know every fight they'd be involved in, and could plan accordingly how to allocate their resources over the length of the iteration. [/QUOTE]
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How to run a Higurashi/Groundhog Day style game?
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