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<blockquote data-quote="AnotherGuy" data-source="post: 8996302" data-attributes="member: 7029930"><p>I'm not sure I agree with this.</p><p>1) For my recent time-loop adventure, whenever the characters were doing the opposite of what the BBEG desired, they would receive "new" flashback dialogue scenes with x or y that would provide hints that when applied now would suggest they make a different choice to the one they were making. These flashback scenes were clues that someone was messing with either their mind or with the past.</p><p>2) One may roleplay historical fiction of a setting or RL history where the outcome is known. You're suggesting an entire genre of roleplaying is neither cool nor fun.</p><p>3) The rpg <a href="https://www.drivethrurpg.com/product/233731/Summerland-Second-Edition" target="_blank">Summerland</a> deals with characters suffering from some sort of Trauma and they begin with a short descriptor about that Trauma such as <em>It was a dark Friday evening</em></p><p>In the course of the roleplaying game the player is allowed to add to that tying it to the current narrative in order to get a benefit mechanically. Essentially there is a link between the current fiction and the character's trauma and the character leans into that in an effort to overcome some portion of their trauma. For instance,</p><p><em>It was a dark Friday evening, <span style="color: rgb(0, 0, 0)"><u>bitterly cold and pouring with rain</u></span><span style="color: rgb(65, 168, 95)">.</span> </em></p><p>After gaining the mechanical benefit to some action they were performing, the character makes a Trauma check and either recovers some portion of their Trauma (making them more vulnerable to the Call of the forest which has its own challenges) or does not recover any Trauma. So the game continues with these "flashback" scenes adding to the above descriptor until the character deals with their Trauma and become as vulnerable as normal folk to the Call.</p><p>I have the first edition of the game - I can confirm it is both fun and cool.</p></blockquote><p></p>
[QUOTE="AnotherGuy, post: 8996302, member: 7029930"] I'm not sure I agree with this. 1) For my recent time-loop adventure, whenever the characters were doing the opposite of what the BBEG desired, they would receive "new" flashback dialogue scenes with x or y that would provide hints that when applied now would suggest they make a different choice to the one they were making. These flashback scenes were clues that someone was messing with either their mind or with the past. 2) One may roleplay historical fiction of a setting or RL history where the outcome is known. You're suggesting an entire genre of roleplaying is neither cool nor fun. 3) The rpg [URL='https://www.drivethrurpg.com/product/233731/Summerland-Second-Edition']Summerland[/URL] deals with characters suffering from some sort of Trauma and they begin with a short descriptor about that Trauma such as [I]It was a dark Friday evening[/I] In the course of the roleplaying game the player is allowed to add to that tying it to the current narrative in order to get a benefit mechanically. Essentially there is a link between the current fiction and the character's trauma and the character leans into that in an effort to overcome some portion of their trauma. For instance, [I]It was a dark Friday evening, [COLOR=rgb(0, 0, 0)][U]bitterly cold and pouring with rain[/U][/COLOR][COLOR=rgb(65, 168, 95)].[/COLOR] [/I] After gaining the mechanical benefit to some action they were performing, the character makes a Trauma check and either recovers some portion of their Trauma (making them more vulnerable to the Call of the forest which has its own challenges) or does not recover any Trauma. So the game continues with these "flashback" scenes adding to the above descriptor until the character deals with their Trauma and become as vulnerable as normal folk to the Call. I have the first edition of the game - I can confirm it is both fun and cool. [/QUOTE]
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