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Community
General Tabletop Discussion
*TTRPGs General
Postmodern/non-linear adventure
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<blockquote data-quote="Golem Joe" data-source="post: 180706" data-attributes="member: 4123"><p>I'm not talking about non-linear as in non-ABC plots, or railroading, I'm talking about non-linear in a post-modern sense, ala Highlander or Pulp Fiction. Has anyone experimented with adventures that rely heavily on flashbacks? With those being interactive and of the non-boxed-text sort?</p><p></p><p>Here's what I'm considering for an adventure:</p><p></p><p>Players begin in the present, in-medias-res (sp). They have already penetrated the dungeon and witness bad things goings on they were no expecting.</p><p></p><p>FLASH BACK</p><p></p><p>The PCs roleplay through the encounter where they first learned of the objective that brought them to the dungeon in the first place.</p><p></p><p>FLASH FORWARD</p><p></p><p>Battle, run, hide.</p><p></p><p>FLASH BACK</p><p></p><p>The PCs pursuit of the objective gleans them important information that will come in handy later in the adventure, in a way they may not know yet.</p><p></p><p>FLASH FORWARD</p><p></p><p>Sneaking, hiding, descent</p><p></p><p>FLASH BACK</p><p></p><p>Another encounter adding more clues to what will come.</p><p></p><p>FLASH FORWARD</p><p></p><p>Battle, run, battle, climax.</p><p></p><p>Something like that at least.</p><p></p><p>The worst thing I can see happening is the players complain about being railroaded into a situation they would not normally become involved in. At the same time, if the past scenes can be made general enough, it could work.</p><p></p><p>But then, that's my question. Will it work? Does it work? Has it worked? And if it failed miserably, why?</p></blockquote><p></p>
[QUOTE="Golem Joe, post: 180706, member: 4123"] I'm not talking about non-linear as in non-ABC plots, or railroading, I'm talking about non-linear in a post-modern sense, ala Highlander or Pulp Fiction. Has anyone experimented with adventures that rely heavily on flashbacks? With those being interactive and of the non-boxed-text sort? Here's what I'm considering for an adventure: Players begin in the present, in-medias-res (sp). They have already penetrated the dungeon and witness bad things goings on they were no expecting. FLASH BACK The PCs roleplay through the encounter where they first learned of the objective that brought them to the dungeon in the first place. FLASH FORWARD Battle, run, hide. FLASH BACK The PCs pursuit of the objective gleans them important information that will come in handy later in the adventure, in a way they may not know yet. FLASH FORWARD Sneaking, hiding, descent FLASH BACK Another encounter adding more clues to what will come. FLASH FORWARD Battle, run, battle, climax. Something like that at least. The worst thing I can see happening is the players complain about being railroaded into a situation they would not normally become involved in. At the same time, if the past scenes can be made general enough, it could work. But then, that's my question. Will it work? Does it work? Has it worked? And if it failed miserably, why? [/QUOTE]
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Postmodern/non-linear adventure
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