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<blockquote data-quote="Nagol" data-source="post: 6755151" data-attributes="member: 23935"><p>I have used various forms of future-telling as a GM and received different forms as a player. Here is a sampling of the more memorable ones:</p><p></p><p><strong>Foreshadowing large world changes</strong></p><p>In an <em>Ars Magica</em> campaign set in England in the early 1000s, one of the companions had the Visions quality and started to have dreams of a the countryside being overrun with dragons – foretelling the Danish invasion (which in-game was being augmented by non-Hermetic magic). As time advanced, the players worked out something was going to happen, but decided to go all prime-directive and not get involved in the affairs of mundanes. As luck would have it, the invasion hit at the time ALL the mages had decided to go on a 6-month trip to Wales as a lark. By the time word reached them, at least half were dead from in-fighting and the campaign ended shortly thereafter.</p><p></p><p><strong>Day-to-day fortunetelling</strong></p><p>In a 2e campaign, my character was a skilled astrologer. Every morning, I'd draw a chart for the day. The DM would roll the days' random encounters in advance and produce a chart based on those results Most of the time I got non-committal responses. One day while traveling along a wooded road, the chart read “the dark is filled with danger, terror, and woe”. We decided to stay at the inn that day rather than to press deeper. Later, the DM let us know he rolled a high-level CE lich encounter.</p><p></p><p>In Conspiracy-X, all PCs can ask a single yes/no question about the future once a week (there is an attribute test involved; the typical success rate is ~50%). The answer has to be correct so far as the GM can tell though the system does call out that the future is malleable. The players have been using that resource (when they remember!) to help guide their investigations.</p><p></p><p><strong>What should not be</strong></p><p>In a Champions tourney I wrote, half the team was pulled forward in time to an post-apocalyptic version of their future. As they dealt with immediate concerns, they pieced together what happened, the proximate cause, and were prepared to prevent the event upon their return to their present.</p></blockquote><p></p>
[QUOTE="Nagol, post: 6755151, member: 23935"] I have used various forms of future-telling as a GM and received different forms as a player. Here is a sampling of the more memorable ones: [B]Foreshadowing large world changes[/B] In an [I]Ars Magica[/I] campaign set in England in the early 1000s, one of the companions had the Visions quality and started to have dreams of a the countryside being overrun with dragons – foretelling the Danish invasion (which in-game was being augmented by non-Hermetic magic). As time advanced, the players worked out something was going to happen, but decided to go all prime-directive and not get involved in the affairs of mundanes. As luck would have it, the invasion hit at the time ALL the mages had decided to go on a 6-month trip to Wales as a lark. By the time word reached them, at least half were dead from in-fighting and the campaign ended shortly thereafter. [B]Day-to-day fortunetelling[/B] In a 2e campaign, my character was a skilled astrologer. Every morning, I'd draw a chart for the day. The DM would roll the days' random encounters in advance and produce a chart based on those results Most of the time I got non-committal responses. One day while traveling along a wooded road, the chart read “the dark is filled with danger, terror, and woe”. We decided to stay at the inn that day rather than to press deeper. Later, the DM let us know he rolled a high-level CE lich encounter. In Conspiracy-X, all PCs can ask a single yes/no question about the future once a week (there is an attribute test involved; the typical success rate is ~50%). The answer has to be correct so far as the GM can tell though the system does call out that the future is malleable. The players have been using that resource (when they remember!) to help guide their investigations. [B]What should not be[/B] In a Champions tourney I wrote, half the team was pulled forward in time to an post-apocalyptic version of their future. As they dealt with immediate concerns, they pieced together what happened, the proximate cause, and were prepared to prevent the event upon their return to their present. [/QUOTE]
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