I'm reaching the mid-way point of a long campaign which is heavily political. Everyone's happy, don't worry, but we're looking to mix things up a little for a bit of a break. Previously we have gone to the Feywild and Dread Domains to add a bit of variety. This time, I was thinking about having them jump around time a little bit - they all want to fight a Tarrasque, for example, but they are only level 9.
My idea is to have them 'Quantum Leap' into different versions of themselves in alternate timelines for a series of one-shots. Moving backwards is no problem - I have their stats from each level - but travelling into the future I would like some advice on how this would work best.
Has anyone run a campaign like this? Did you have the players make multiple character sheets - projecting their character into the future? Should I pregen their sheets to save them time? Somewhere in between? Any other pitfalls I need to watch out for? Also, any cool ideas? I was thinking maybe they could 'learn' something from their future selves. Or be able to change something about their current character based on what they learned from the past.
Have each of them make a "idealized" version of themselves at the level you need them to be at. Then have some magical event or monster like a Time Dragon whisk their consciousnesses away to whatever alternate reality future that realizes those ideal forms in time to fight the Tarrasque.
The Planescape adventure Turn of Fortune's Wheel sort of dabbles in this space if you want more inspiration.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
I realize this is all in fun, but I’d suggest you also make clear to them that this is just one possible timeline. That way if you hand out level-appropriate magic items, you can be clear their characters may or may not actually find those items later on. Also, it can leave open the possibility that one or more of the characters might die, or an NPC might do something unusual, either in the future or during the main campaign, and if that happens, we’ll, it was just the alternate timeline’s fault.
I have been reading through The Book of Many Things and was thinking including the deck might be a bit of fun for a session or 2 - depending on the cards drawn. I was thinking of including it more as a plot hook to send them off to rescue a soul or meet the Solar Bastion, or something. It seems like it would give my group a chance to experience a more 'heroic fantasy' story for a while and also randomize (in a controlled way) what happens to their characters.
Anyway, my questions here would be whether this would 'cheapen' the idea of the deck (as any changes would be reset), although they will not meet this in the main campaign. Also, any recommendations on cards you think would work well.
Hello all,
I'm reaching the mid-way point of a long campaign which is heavily political. Everyone's happy, don't worry, but we're looking to mix things up a little for a bit of a break. Previously we have gone to the Feywild and Dread Domains to add a bit of variety. This time, I was thinking about having them jump around time a little bit - they all want to fight a Tarrasque, for example, but they are only level 9.
My idea is to have them 'Quantum Leap' into different versions of themselves in alternate timelines for a series of one-shots. Moving backwards is no problem - I have their stats from each level - but travelling into the future I would like some advice on how this would work best.
Has anyone run a campaign like this? Did you have the players make multiple character sheets - projecting their character into the future? Should I pregen their sheets to save them time? Somewhere in between? Any other pitfalls I need to watch out for? Also, any cool ideas? I was thinking maybe they could 'learn' something from their future selves. Or be able to change something about their current character based on what they learned from the past.
Any ideas welcome. Thanks in advance.
Have each of them make a "idealized" version of themselves at the level you need them to be at. Then have some magical event or monster like a Time Dragon whisk their consciousnesses away to whatever alternate reality future that realizes those ideal forms in time to fight the Tarrasque.
The Planescape adventure Turn of Fortune's Wheel sort of dabbles in this space if you want more inspiration.
I realize this is all in fun, but I’d suggest you also make clear to them that this is just one possible timeline. That way if you hand out level-appropriate magic items, you can be clear their characters may or may not actually find those items later on. Also, it can leave open the possibility that one or more of the characters might die, or an NPC might do something unusual, either in the future or during the main campaign, and if that happens, we’ll, it was just the alternate timeline’s fault.
Thanks so much, all useful to know.
I have been reading through The Book of Many Things and was thinking including the deck might be a bit of fun for a session or 2 - depending on the cards drawn. I was thinking of including it more as a plot hook to send them off to rescue a soul or meet the Solar Bastion, or something. It seems like it would give my group a chance to experience a more 'heroic fantasy' story for a while and also randomize (in a controlled way) what happens to their characters.
Anyway, my questions here would be whether this would 'cheapen' the idea of the deck (as any changes would be reset), although they will not meet this in the main campaign. Also, any recommendations on cards you think would work well.
Thanks again.