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<blockquote data-quote="Volefisk" data-source="post: 181453" data-attributes="member: 4497"><p>Well, you can still be ambitious... you just need to find a way to limit or control causality between the flashbacks and present.</p><p></p><p>Someone suggested amnesia, but if you employ that your PCs are going to feel just as cheated, regardless of the scenario logic.</p><p></p><p>You just need to keep the eureka moments in the present. Give them information in flashbacks, but don't let them apply it or appreciate its value until the present. For example, while exploring a mysterious haunted castle, the players in flashback live the high-lights of overthrowing the castle's evil tyrant one year ago. At the end of the flashback sequences (just before the villain in the present is revealed), the group parts company on good terms with the NPC Bard who clued them into the evil tyrant in the first place and fought along beside them. In the present, the PCs open the door into the throne room and see their Bard friend from a year ago! Gasp! How could they have expected this?</p><p></p><p>And, depending on your group you have any number of ways to go with this. Maybe the Bard was evil all along, and used you to get rid of the last Lord of the Castle so he could take over. <em>In hindsight, some of the things the Bard did the first time through seemed strange. </em>Then they have a stand up fight against an enemy they are familiar with. Or, maybe by comparing similarities between the flashbacks and the present they've determined that the Castle itself is an evil that has infected the Bard, much like its former master, and they need to get the possessed Bard out alive...</p><p></p><p>As long as you keep the useful discouveries firmly rooted in the present, and find a way to distance the flashbacks from the present, the possibilities are endless...</p><p></p><p><volefisk></p></blockquote><p></p>
[QUOTE="Volefisk, post: 181453, member: 4497"] Well, you can still be ambitious... you just need to find a way to limit or control causality between the flashbacks and present. Someone suggested amnesia, but if you employ that your PCs are going to feel just as cheated, regardless of the scenario logic. You just need to keep the eureka moments in the present. Give them information in flashbacks, but don't let them apply it or appreciate its value until the present. For example, while exploring a mysterious haunted castle, the players in flashback live the high-lights of overthrowing the castle's evil tyrant one year ago. At the end of the flashback sequences (just before the villain in the present is revealed), the group parts company on good terms with the NPC Bard who clued them into the evil tyrant in the first place and fought along beside them. In the present, the PCs open the door into the throne room and see their Bard friend from a year ago! Gasp! How could they have expected this? And, depending on your group you have any number of ways to go with this. Maybe the Bard was evil all along, and used you to get rid of the last Lord of the Castle so he could take over. [i]In hindsight, some of the things the Bard did the first time through seemed strange. [/i]Then they have a stand up fight against an enemy they are familiar with. Or, maybe by comparing similarities between the flashbacks and the present they've determined that the Castle itself is an evil that has infected the Bard, much like its former master, and they need to get the possessed Bard out alive... As long as you keep the useful discouveries firmly rooted in the present, and find a way to distance the flashbacks from the present, the possibilities are endless... <volefisk> [/QUOTE]
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