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Postmodern/non-linear adventure
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<blockquote data-quote="Golem Joe" data-source="post: 181164" data-attributes="member: 4123"><p>Wow! Now these are some stories! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One of the reasons I'm thinking about doing this is because its so hard to do. Most of the non-linear adventures I've played/read handle past regression in heaps of boxed text, with little room for play. I'd like to open the formula a little. </p><p></p><p>Character death in the past: Most of the scenes I have in mind are either all roleplaying (the action is taking place in the present) or only minor combats. The adventure is to use the past to enphasize the present and I don't want to stretch the gimmick too far.</p><p></p><p>Experience Levels: PCs in the adventure will be of the same level of experience in the past as they are in the present. Mostly for the sake of convienience. While this is a one-shot adventure, the characters are fairly established. Besides, I don't see the past as being years. Maybe months or weeks, but that's it.</p><p></p><p>As you can see from the outline above, all the real roleplaying takes place in the past, while the action takes place in the present. My main concern is the PCs may feel the approach is the ultimate railroad. OTOH, if the scenes are done right, I think they can work to empahsize key points in the timeline, as opposed to the whole trek from point A to Z. Instead, these regression scenes are merely highlights of information gathering and the like.</p><p></p><p>At least, that's how it all works in my mind. Difficult as hell to pull off is right, which is why I came here with the idea. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Golem Joe, post: 181164, member: 4123"] Wow! Now these are some stories! :) One of the reasons I'm thinking about doing this is because its so hard to do. Most of the non-linear adventures I've played/read handle past regression in heaps of boxed text, with little room for play. I'd like to open the formula a little. Character death in the past: Most of the scenes I have in mind are either all roleplaying (the action is taking place in the present) or only minor combats. The adventure is to use the past to enphasize the present and I don't want to stretch the gimmick too far. Experience Levels: PCs in the adventure will be of the same level of experience in the past as they are in the present. Mostly for the sake of convienience. While this is a one-shot adventure, the characters are fairly established. Besides, I don't see the past as being years. Maybe months or weeks, but that's it. As you can see from the outline above, all the real roleplaying takes place in the past, while the action takes place in the present. My main concern is the PCs may feel the approach is the ultimate railroad. OTOH, if the scenes are done right, I think they can work to empahsize key points in the timeline, as opposed to the whole trek from point A to Z. Instead, these regression scenes are merely highlights of information gathering and the like. At least, that's how it all works in my mind. Difficult as hell to pull off is right, which is why I came here with the idea. :) [/QUOTE]
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