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10-28-2015, 05:42 PM | #51 | |
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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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That's a bit too dream-like for my tastes?
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10-28-2015, 05:44 PM | #52 | |
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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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But if you pull it off, my hat's off to you.
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10-28-2015, 09:59 PM | #53 |
Join Date: Dec 2007
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
I'd just tell them ahead of time that they are as free to choose their actions as ever. The only difference is they won't need to make survival rolls because while they can lose, they clearly survived.
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10-29-2015, 06:27 PM | #54 | |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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My first rule was that nobody can ever visit the same instant of time, twice. They can see themselves leaving, or arriving, but they can never be in the same place at the same time as a past or future self. The second rule comes straight from the book. Time is malleable, and sufficient effort can result in changes in the past. However, that results in a timeline split and the creation of an alternate reality, which manifests on the road as a new route that branches off the old one, at the POD. The new route has its own exits, which lead to significant areas/events in that time. As one continues up the new time-road, the exits lead to places that depart more and more significantly from the original road. The third rule, also from the book, is that routes only remain viable for as long as they continue to see traffic. If the new route siphons time traffic away from the old route, the highway up that timeline begins to decay -- the stack interchange becomes a well-marked multi-lane exit, and then a smaller, single-lane exit, and then a poorly-marked exit to what looks like an access road, and then an unmarked dirt-track from the new "main" highway to a gravel road, and then it's just gone -- lost to time. It would have required a lot of GM "time-management," and a willingness to drop in stuff at random which then gets used later as ideas and opportunities arise. It looked like a lot of work, but a fun challenge. Unfortunately, my players didn't go for it.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
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10-29-2015, 07:40 PM | #55 | |
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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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Do you get tossed out violently, gently, etc.?
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10-29-2015, 08:44 PM | #56 | |
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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11-02-2015, 04:01 PM | #57 | |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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Mostly, I figured the PCs would have little interest in doing such a thing, anyway, since they'd be busy. I'd have probably gone with a slight readjustment of the time-road. The previous iteration of the individual's presence at that time gets erased -- and anything that happened as a consequence gets altered, in some way. Like I said, a lot of "time-management" would've been required.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. |
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11-02-2015, 04:02 PM | #58 | |
Join Date: Aug 2004
Location: Denver, Colorado
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Re: The REAL fundamentals: part of fantasy setting design that I never even thought a
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The main thing I worried about was meeting one's self while on the road. The exit drift made it a lot easier to manage things, in the various worlds, themselves. I figured the exits only took travelers to significant places at significant times, in that world's history. So, an exit would take a traveler into Rome in 44 AD, but if you wanted to visit Britannia, you'd have to make your way there, "cross country," since the road had no exit to that place, at that time.
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-- MXLP:9 [JD=1, DK=1, DM-M=1, M(FAW)=1, SS=2, Nym=1 (nose coffee), sj=1 (nose cocoa), Maz=1] "Some days, I just don't know what to think." -Daryl Dixon. Last edited by tshiggins; 11-02-2015 at 04:19 PM. |
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axioms, basics, fantasy, mythology, primordial, principles, worldbuilding |
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