D&D 5E Narrational advice needed! Time travel, PCs without a past and ... character background?

Conhail

First Post
Let's do the timewarp again!

For several years, me and my group are playing a self-made campaign on a far away world at which shores they stranded as refugees, after Fearûn has been destroyed due an unknown catastrophe. Yet, even though we loved the Forgotten Realms, we use Pathfinder as a system. Intrigued by the 5th Edition of D&D however, we want to give D&D a new try.

As said, according to our long-time campaign, Faerûn is turned into a wasteland. Obviously, as a DM I could let the group roll new characters and tell them that both campaigns are completely unrelated and Fearûn ain't destroyed. Thing is: I hate this. I am a fan of broad frame narratives that connect plots, adventures, characters, etc. pp. I really try to avoid hard cuts, thus even when we roll fresh characters, I like to give former PCs some screentime as NPCs, etc. Doing that with Fearûn being destroyed is rather difficult though, as I'd like to do some old-school adventures at the Swordcoast.

Thus, my idea was: the players, who somehow managed to survive the catastrophe, follow an old mage through the ruins of Deepwater. He wants to send the characters back in time on a mission to do investigations on the origins of the catastrophe and finding a way to prevent it. Because that's a mere frame narrative and shouldn't interfer too much with the adventurer-buisness, I'd rule that don't have any memory of their true mission (at least for the time being).

But how could I handle the character background, which is now part of the character creation? Having a group of characters without any past somehow contradicts the whole background-idea and I'd prefer to have characters that are at home in their timeline, have connections, family, etc. Furthermore I'd like to ask whether there are any deities connected to time travel? I'd thought adding some sort of time guardians, who might no be pleased to see time travelleres meddling with time, might be a neat addition.
 

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You could do Swordcoast-style adventures in some other land. Time travel seems kind of like over-kill, and even if you have some die-hard Realms fans, interacting with a land that's much like Swordcoast would be more compelling than time travel shenanigans which invalidate timelines.

I know it's not exactly what you asked, but it seems like you're making things more complicated than they need to be. As for backgrounds, if you're including magically-guided amnesia, then it's not much further to go with false memories. Just give all of the characters fake background memories, and it shouldn't ever matter as long as you don't hang out in their supposed home lands.
 

But how could I handle the character background, which is now part of the character creation? Having a group of characters without any past somehow contradicts the whole background-idea and I'd prefer to have characters that are at home in their timeline, have connections, family, etc.

Two words: parallel world.

Characters can have families that both are and aren't theirs at the same time. You can even have the option of creepy duplicates. Don't tell the players what is going on at first...

Muwahahaha
 

You're presumably starting over, character-wise, making new PCs for 5e?
No problem.
Set your campaign before the cataclysm.
The knowledge of its transience might just add a bit of colour for the players...especially if you can manage to wangle it so that they are the ones who set off the devastation...dun dun dunnnn.
Or set it afterwards, in the charcoal landscape left behind...plucky survivors three or four generations down the line... Lots of exploration to be done of all those cursed ruins...
On the other hand, if you're planning to port your PF characters across wholesale and convert them to 5e...I'd be tempted to say they're thrown into the post-apocalypse world as it is now (no time travel)...they discover the truth about the cataclysm...N otherworldly entity destroyed the world and is moving to other worlds/alternate realities and its up to them to hop about to save them. Fun times can be had with "alternate 3" having no gnomes or "alternate 6" with its dominant dragon born society or "alternate 4"'s steampunk world...different iterations of the same NPCs can be found on each "jump" and though each alternate world ends up dying, each time they get closer to finding the key to stopping the otherworldly entity before it reaches "PF alternate"...
 

Approach it from the other way.

Instead of seeing reasons why you can't port existing characters over, let's start with some assumptions.

They ARE ported over. They are now in Faerun. They have backgrounds & know little or nothing about the impending doom.

Do you need anything else? Can we let the situation have a little mystery for now?
 

But how could I handle the character background, which is now part of the character creation? Having a group of characters without any past somehow contradicts the whole background-idea and I'd prefer to have characters that are at home in their timeline, have connections, family, etc. Furthermore I'd like to ask whether there are any deities connected to time travel? I'd thought adding some sort of time guardians, who might no be pleased to see time travelleres meddling with time, might be a neat addition.

If the mage was an enchanter and compelled them, then they would have no idea what their mission was, while at the same time having all the rest of their memories intact. Alternately alter memories does something similar, especially if boosted to high level.

OR

Physical time travel is impossible or beyond this mage, but flinging your mind back in time to cohabit a body is possible. The time travel weakens the mind, leaving it as a silent rider in the body, but it will gradually re-awaken, resulting in a blending of the two identities.
 

Quantum Leap it up. Make them jump into a new character every time (surprise them with different race/sex/class/level). They retain their old memories etc but have to play a different person.
At the end of every session: "Oh, boy".
 

Do a Steins;Gate time leap. Instead of physically transporting their bodies back in time, just give their past selves the memories of their current selves. Or in your case, have them play as their past selves, but gradually have those future memories get reawakened. No time doppelgangers, no messy loops, and best of all, this makes time travel really just a form of divination so you already have some in-game guidelines and basic rules.
 

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