10-28-2015, 09:43 AM | #41 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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Bill Stoddard I don't think we're in Oz any more. |
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10-28-2015, 11:21 AM | #42 | |
Join Date: Jul 2006
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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Now I will be honest I wouldn't know how to answer that myself. I get time-loops, paradoxes, and successfully used them in my campaigns. But I don't think what Vicki is talking about it is quite the same thing. We as human being exist in time so it is hard to me to imagine what the experience of timelessness would be like, let alone contrive an experience that gives a sense of timelessness. I guess I could do it by figuring out my players preconceptions on the subject and manipulate the experience to fit them which would make them feel as if they are in a timeless location. Definitely challenging. |
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10-28-2015, 12:31 PM | #43 | |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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For an example that is probably only slightly more bizzare than the typical time travel story, how about an entity that can experience several branches of possibility (timelines) starting at Time A until Time B (thus drawing curves AB1 and AB2), then arbitrarily merge the effects of those branching curves onto itself, picking and choosing. E.g. where one branch involves learning more occult knowledge and losing a bit of sanity to the squid-god, while another involves suffering a stroke and having a piece of one's brain replaced with cybernetics . . . and then at Time B, the entity combines the two timelines, retaining occult knowledge and proceeding to debug one's psyche using cybernetic interfaces, eventually curing the sanity-blast (that would not be possible without said interfaces). That sort of stuff. Now, of course you as a player will have to experience the events of multiple branches either sequentially, or frequently switching between branches. And, in case your instances in different branches are truly isolated, you'll have to deal with an above-average amount of information firewalling as a player. But that's the price of dealing with an alien mind in gameplay like that. |
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10-28-2015, 01:10 PM | #44 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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But that's not where I see the big problem. In that case you still have a clearly defined "before" and "after" for the campaign as a whole, which maps to the "before" and "after" for each character. There does not seem to be the case where event X happens, and AFTER event X (by character P's definition) character P does something that happens BEFORE event X (by character Q's definition) and thus changes X into X'. Or, more broadly, where instead of two timelines—narrative and world—you have three—narrative, world, and PoV character.
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Bill Stoddard I don't think we're in Oz any more. |
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10-28-2015, 01:24 PM | #45 | |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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And before and after can become less strict even from the character PoV with sufficient amounts of time-manipulation. Consider Dr. Manhattan, who at time 1 knows what another character will say, then at time 2 the character says it, then at time 3 Dr. Manhattan becomes suprised by the spoken words. Is something in your past or your future if you already experienced it but it yet did not happen to you? Is something in the past of a timeline straight behind you in your own time PoV if you can pick whichever of the multiple possible pasts as the past that applies to your present(s) and/or your future(s)? You still connect any two points with a line, but no longer are you restricted to positioning them all on a single dimension. ---- On a side note, I find it surprising that you, given your interest in the less orthodox sorts of campaigns, have not ever experimented with running or playing in a time travel and/or parallel worlds campaign. |
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10-28-2015, 03:47 PM | #46 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
He's not saying he's never played or GMed (cross)time travel.
Those adventures would still include linear SUBJECTIVE time for PCs. What you seem to suggest is chaotic and inherently "crazy" from the PC's perspective, and a bit of a rail roading for the players themselves. They become "tied to the tracks" to perform future actions that allow the past events to transpire the way they did.
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10-28-2015, 04:06 PM | #47 | |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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10-28-2015, 04:18 PM | #48 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
Indeed, though I'm not very interested in it. I run AH campaigns as self-contained worlds with no one dropping in from an alternate timeline.
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Bill Stoddard I don't think we're in Oz any more. |
10-28-2015, 05:30 PM | #49 | |
Join Date: Dec 2007
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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10-28-2015, 05:40 PM | #50 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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I can't help but wonder how X from our world, or my other characters, would react to sudden transportation there.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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axioms, basics, fantasy, mythology, primordial, principles, worldbuilding |
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