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Stepping over "The Line" in a campaign
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<blockquote data-quote="FireLance" data-source="post: 3278468" data-attributes="member: 3424"><p>Truly, I am amused at the levels of fear and revulsion generated by the idea of save points.</p><p></p><p>Although save points have not traditionally been an element of table-top role-playing games, I see no reason why they might not enhance the enjoyment of the game in some groups (although, obviously, not all).</p><p></p><p>A scenario in which the PCs keep returning to their starting state until they succeed at a specific task might make for an interesting adventure. This could be a "Groundhog Day" scenario in which the PCs find themselves in a time loop and must do something to break out of it, or the PCs need to break someone out of a coma, and the only way to do so is to enter a recurring dream.</p><p></p><p>Perhaps the biggest problem with implementing save points in a game (apart from special, once-off circumstances like those mentioned above) would be coming up with a reasonable in-game explanation for why a party of (possibly low-level) adventurers find that time reverses for them every time one of them dies, and that nobody else in the world (except themselves) remembers the future that might have been. Is there a special destiny they need to fulfill? Does the God of Time like them? Could there be something more sinister behind it? Actually, come to think of it, this sounds like a rather interesting campaign idea.</p></blockquote><p></p>
[QUOTE="FireLance, post: 3278468, member: 3424"] Truly, I am amused at the levels of fear and revulsion generated by the idea of save points. Although save points have not traditionally been an element of table-top role-playing games, I see no reason why they might not enhance the enjoyment of the game in some groups (although, obviously, not all). A scenario in which the PCs keep returning to their starting state until they succeed at a specific task might make for an interesting adventure. This could be a "Groundhog Day" scenario in which the PCs find themselves in a time loop and must do something to break out of it, or the PCs need to break someone out of a coma, and the only way to do so is to enter a recurring dream. Perhaps the biggest problem with implementing save points in a game (apart from special, once-off circumstances like those mentioned above) would be coming up with a reasonable in-game explanation for why a party of (possibly low-level) adventurers find that time reverses for them every time one of them dies, and that nobody else in the world (except themselves) remembers the future that might have been. Is there a special destiny they need to fulfill? Does the God of Time like them? Could there be something more sinister behind it? Actually, come to think of it, this sounds like a rather interesting campaign idea. [/QUOTE]
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