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*TTRPGs General
Screwing around with temporal continuity
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<blockquote data-quote="LostSoul" data-source="post: 3331818" data-attributes="member: 386"><p>Sounds cool.</p><p></p><p>Death isn't that big of a deal, not with Raise Dead and those kinds of spells.</p><p></p><p>I would probably get each player to describe some things in his past that will inform the "present" situation. Then design the adventure around those things.</p><p></p><p>Something like, "Am I working for the Black Hand of Shadow or not? Will I betray the party?"</p><p></p><p>Or, "Why do I hate trolls so much?"</p><p></p><p>Or, "How do I know [relevant NPC]? Does he want me dead, or will he work with me?"</p><p></p><p>I would also give out some special bonuses (to the "present" PCs) based on what happened in the "past" adventure. Maybe a bonus to fighting trolls, or something like that. I might also give out some penalties, in order to increase the tension of the "past" adventure... maybe not though. </p><p></p><p>Hmm... I might go farther and state, at the beginning of the adventure, "In this adventure we will determine why Bob's Ranger hates trolls so much. If he comports himself well, the present PC will get a free Favoured Enemy increase vs. trolls only, but if he doesn't... if bad things happen... then he'll suffer a -2 penalty to damage when fighting trolls." [Or whatever makes sense.] </p><p></p><p>Hmm... for relationships made in the past, I might let them take the NPC in question as a Cohort. Yeah, that would be pretty sweet. Of course, if they fail, then the same guy turns into an enemy. Not bad.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 3331818, member: 386"] Sounds cool. Death isn't that big of a deal, not with Raise Dead and those kinds of spells. I would probably get each player to describe some things in his past that will inform the "present" situation. Then design the adventure around those things. Something like, "Am I working for the Black Hand of Shadow or not? Will I betray the party?" Or, "Why do I hate trolls so much?" Or, "How do I know [relevant NPC]? Does he want me dead, or will he work with me?" I would also give out some special bonuses (to the "present" PCs) based on what happened in the "past" adventure. Maybe a bonus to fighting trolls, or something like that. I might also give out some penalties, in order to increase the tension of the "past" adventure... maybe not though. Hmm... I might go farther and state, at the beginning of the adventure, "In this adventure we will determine why Bob's Ranger hates trolls so much. If he comports himself well, the present PC will get a free Favoured Enemy increase vs. trolls only, but if he doesn't... if bad things happen... then he'll suffer a -2 penalty to damage when fighting trolls." [Or whatever makes sense.] Hmm... for relationships made in the past, I might let them take the NPC in question as a Cohort. Yeah, that would be pretty sweet. Of course, if they fail, then the same guy turns into an enemy. Not bad. [/QUOTE]
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