Lessons learned from a Time themed Dungeon
- I did a dungeon with 7 different days, different things happening each day, and ways for the players to move between days. I think 6-7 is way too much to keep straight and have things be meaningful. Three times is more than enough, yesterday, today, tomorrow. \
- Debatable if sleeping should move you forward a day. Encourages more fucking with the times if you wake up and its still "today"
- Bombs going off, being able to set the time that this happens is a good move
- Setting changes like flooding a floor or destroying areas at different times are cool, and show the progression of time
- Still thinking about how to have different versions of the party wandering around and doing things. Fortunes are a cool mechanic - after a fortune you have the option to see a version of yourself?
- Your past/future versions can replace you
- Maybe certain defined events that can split the timeline and generate duplicates and then that duplicate has a defined mission or something. Still working it out
- Each time sensitive thing should have a description of what happens if the PCs do nothing, with blank spots to describe what they actually do on a certain day.
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