eLock wrote on Nov 10
th, 2009 at 9:01pm:
Majestic wrote on Nov 10
th, 2009 at 6:35pm:
With V&V it often ends up being 3 dimensional, when you're in an area with different elevations, or buildings with different heights, or the like.
Ever try running a four-dimensional campaign? When one of the characers has time travel? And ends up teleporting back to a point earlier in the battle--or even in the middle of an adventure a ways back? Now there's a headache for ya! The poor GM has to keep records of everyone's exact stats every phase of ever turn of every battle of every adventure just in case the time traveler intentionally--or unintentionally reappears in the middle of a past fight! Fun idea, but what a lot of work!
Wow! That could be insane! Still kind of cool, but WAY too much work and potential for problems and issues, I would think. Reminds me of three things:
1) Just finished watching
Harry Potter and the Prisoner of Azkaban last night, and specifically the part where Hermoine uses the necklace/time travel thingee to make it so there are two of them. Brilliant storytelling, but (and I was just thinking about this earlier today) problematic to implement in a RPG!
2) Just did the write-up/summary for the last three issues of the Guardians. It was a lengthy storyarc called "Sands of Time" and the GM was inspired by a storyline from
Stargate where they did something similar. The short, simple version is that the team went back into the past (nearly 6,000 years) and defeated a major alien foe. When they returned to the present they learned that the reason these aliens feared and focused on them so much a few years ago was because they had defeated them in the past. So it's kind of like the six chapters of
Star Wars, where you have the original adventures and then the prequels happen chronologically (at least as far as real-time) afterwards. So we played the game sessions out of order, but it worked for a neater story because you had these villains (in our present) that it turned out hated us for adventures we hadn't even played yet (and didn't play out until a few years later!).
3) This also reminds me of a concept called the 'chrono-punch' that some old friends introduced. We played the most MASSIVE battle that I've ever seen for V&V. They had a group called the "Hero Horde" where each hero has exactly one superpower, and each superpower in the rulebook corresponds to that one hero. Then the same thing for a very large group of villains (called the 'Villain Squad", or something). One New Year's we decided to play out this mega-battle, figuring that - if we started early enough - we could play all evening, all through the night, and into the next day.
So we did this, and the battle came down to just a few participants; IIRC the good guys were going to lose. So this one hero - who had a power called a 'chrono-punch' - had the ability (if he hit somebody) that could send EVERYBODY (at least in his vicinity) back in time. I don't recall (this was back in the 80's) if it went back one turn or one minute, but with that many participants, it meant a HUGE change in this mega battle, which had ALREADY taken many hours to play out. We ALL hated it (far too slow and plodding with way too many characters), and yet we watched helplessly as the one guy did his chrono-punch, sending time backwards to be replayed. We all then (stupidly) sat through the replay of the skirmish, where (I think) the heroes did better the second time. A horrible experience (at the time), but one we could look back on afterwards and laugh at...