Re: a rapidly unraveling world (was LBQ)

From: simon_hibbs2 <simon.hibbs_at_r__xcTFoay8OFqxou1_VkDGdGIF4-Ih-mi_6h2pW4R8jRMYnJgEbxKmD_bxUf0hk>
Date: Tue, 15 Mar 2011 06:29:04 -0000

> By the way, this "rapidly unraveling world" is something that I as a GM
> could use some help with. As my game progresses beyond the 1620s I know
> that I should be introducing this unraveling element but don't seem to
> be particularly inspired. Any suggestions would be greatly appreciated.

Maybe this is going a bit off the reservation, but one way to do it would be to have cause and effect and linear time start breaking down in odd ways.

So for example you meet some refugees from a city that has been destroyed by a magical catastrophe, then you go to that city and it's fine, but then you watch it get destroyed just as they described. You might even meet those refugees as they get ready to flee.

You complete an adventure defeating an evil mystic. Later you meet another party of adventurers who say they defeated the mystic and can describe in detail things that only your characters should know - they even have identical copies of artefacts your characters took as trophies, even the marks and scratches from wear over time are the same.

The awesome and terrible mythic manipulations and experimental heroquesting are creating loops and eddies in reality. Ideally these shouldn't be just random effects though, they should be tied somehow to campaign events. So your characters know an ally of their has gone off on a dangerous experimental quest, and copies/versions of him start showing up each embodying a different resolution to the quest.

Simon Hibbs            

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