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The Archives => Campaign Elements and Design (Archived) => Topic started by: DungeonMaster on December 28, 2009, 12:54:39 PM

Title: The future of history (aka timeline beyond the now)
Post by: DungeonMaster on December 28, 2009, 12:54:39 PM
I was reading some of the fine articles about history and timelines and I thought that a comment or two concerning the "future" of the characters within a campaign might be of interest.

At the start of most campaigns, the players are low-level characters, just beginning to learn their craft and ply their careers as adventurers. To properly establish Tom the warrior, Dick the thief and Harry the mage (get it???), requires that they have a basic understanding of their world/circumstances and I feel that without a significant past history, how can they immerse themselves within an artificial world?

I'm not talking about the minutiae of everything and everyone of the world, but a framework should be built to anchor the characters to a specific location and a certain time. This centers the players and helps create the atmosphere/ambiance of their surroundings and the 'being' of their characters.

We all understand the importance of the past, but what of the future?

In keeping with the idea of low-level characters'¦when they begin, they'll not have much affect on much of anything other than on a very local scale (otherwise known as the semi-easy challenge but hopefully not kill the players 1st adventure). However, the entire world (universe) still spins and time keeps ticking, so the DM must know what is going on outside of the character's line of site? (NOTE: the DM must first factor in the local consequences of the player's actions, did they talk to anyone? Did they kill anything that will have repercussions? How (or did?) have they 'changed' their local environment?

Into the now'¦

While the characters were looking for, traveling to, exploring and returning from the local dungeon (21 days)'¦a civil war breaks out in the neighboring nation causing a flood of refugees to border area'¦the king sends troops to border area to secure it'¦and calls for conscription of all able-bodied persons...which causes the mage's guild to defy the king and a great arch-mage in the capital discovers an ancient scroll that can call forth powerful demons. So, will this affect the characters?

Onto the future'¦

I like to work with 'future' time-lines. Those yet-to-be larger scale events outside of the character's actions, which over time begins to affect the players indirectly and eventually directly.

Following the example given above; I decided that a 'preventive war of protection' would be launched by the player's nation (set date) against the neighboring nation suffering civil war with the goal of annexing the fertile border region.

Although the characters are far from the turmoil along the border, how would the 'big picture' of events influence them? Would recruiters be sent to enlist them just as they are basking in the joy/glory of their successful mission? Would the king send counter-spies throughout the kingdom to root out spies/malcontents/mages? Will an anti-war party emerge? Will the mage's guild send out warnings to all opposed to the war? And where will this lead along the stream of history?

My point being; to truly develop a 'complete' setting, a DM must provide a 'future' history to provide the world with purpose and consistency, which is the foundation of any long-term campaign system. A developed and ever changing world will provide the infinite possibilities of adventures.

And one day; when the character's can influence global 'epic' events, their enjoyment at a game well played will have been well worth the effort. Saving the world is considered worthwhile!

PS: To the CBGers...Keep up the fantastic work, Gary Gygax would be proud'¦.
 
 




Title: The future of history (aka timeline beyond the now)
Post by: Drizztrocks on December 28, 2009, 01:26:23 PM
I completely agree, and find it strange that I overlooked something so obvious. It makes perfect sense to have a list of future events to happen in the world around the PCs.
 You would have to be careful, however, otherwise you might add to many events to the point where it is unrealistic. For example, although there might be political problems every day, there isnt going to be a civil war breaking out every day. Just something to consider.
Title: The future of history (aka timeline beyond the now)
Post by: DungeonMaster on December 28, 2009, 01:58:08 PM
Quote from: SurvivormanI completely agree, and find it strange that I overlooked something so obvious. It makes perfect sense to have a list of future events to happen in the world around the PCs.
 You would have to be careful, however, otherwise you might add to many events to the point where it is unrealistic. For example, although there might be political problems every day, there isnt going to be a civil war breaking out every day. Just something to consider.

Actually, if you were to look at the numerous tragic events surrounding us everyday (albeit "modern" world) and to which we have instant "full access", well, the ancient times were pretty tranquil. Relatively.

With that said, I agree, perhaps include a couple of events, whether historical/technological/religiousness/etc...this will (may) change the dynamics of your entire campaign so they must be used carefully and sparingly.

For example, how old is the oldest ruler in your "central" nation? What if he/she/it dies?
What about the clashes of race and religion? factor in time...History is everything and the future is generally not decided by the players...you MUST provide that element.

And as a last point, everything is usually going on at the same time everywhere. To clarify....while kingdom A is doing this, kingdom B is doing this and it's all inter-related and then what about racial events within kingdoms A&B...see what I mean..that's why good DMs end up being insane...but in a good way?

Cheers,    
Title: The future of history (aka timeline beyond the now)
Post by: Llum on December 28, 2009, 02:53:16 PM
This is pretty good, GMs need to plan ahead. However you also have to be careful about railroading (unless that's your thing?).

You have to be ready for the PCs to tell the army recruiter to put his writ of conscription where the sun don't shine just as easily as join up. Although you should probably have a better idea about what way your players will jump.

This also seems to neglect the presence of some type of BBG, who would be pulling the strings somewhere. That NPC is going to be shaping the future timeline quite a bit, perhaps more than any other single NPC.

On the reverse side of it though, what if the BBG isn't up to snuff? If he isn't a mover and shaker in world politics? The BBG is going to get swept up into these events just as much as the PCs, I guess that's where things start to get interesting.
Title: The future of history (aka timeline beyond the now)
Post by: Nomadic on December 28, 2009, 04:02:41 PM
Quote from: LlumOn the reverse side of it though, what if the BBG isn't up to snuff? If he isn't a mover and shaker in world politics? The BBG is going to get swept up into these events just as much as the PCs, I guess that's where things start to get interesting.

Indeed, especially in starter campaigns where the players are low powered and the BBEG may not be more than a local crime boss.
Title: The future of history (aka timeline beyond the now)
Post by: DungeonMaster on December 29, 2009, 04:57:33 PM
For example, say the thieves guild was starting to establish themselves in the player's hometown and they initially send a low rank guild "boss" with a couple of enforcers. Depending on how the players deal with that, it could lead to a long-term power-play between the guild and the group. In keeping with the future time-line concept, it can already be planned that the thieves HQ intends to send a larger force once the advance party establishes the local guild. Something like that.  
Title: The future of history (aka timeline beyond the now)
Post by: Llum on December 29, 2009, 05:03:33 PM
Quote from: DungeonMasterFor example, say the thieves guild was starting to establish themselves in the player's hometown and they initially send a low rank guild "boss" with a couple of enforcers. Depending on how the players deal with that, it could lead to a long-term power-play between the guild and the group. In keeping with the future time-line concept, it can already be planned that the thieves HQ intends to send a larger force once the advance party establishes the local guild. Something like that.  

Yes, this kind of thing is good thinking. However you always have to be flexible, like if say the PCs just mop the floor with the thieves guild, they might be wary of sending in more people. Flexibility is key.
Title: The future of history (aka timeline beyond the now)
Post by: DungeonMaster on December 29, 2009, 05:31:49 PM
Flexibility is a cornerstone of a good DM
Title: The future of history (aka timeline beyond the now)
Post by: beejazz on January 02, 2010, 02:47:10 PM
I was thinking a while back of combining a (level based) timeline and site-based adventures (plus important NPCs and guilds that act independently) a while ago. The idea was that there would be a future timeline, but that if the PCs completed certain site-based/NPC intrigue adventures before the event was set to happen, it wouldn't happen. For example, two mages are working to bind a dead god in a dungeon somewhere... if the party doesn't find out about it and stop them, it happens. NPCs and organizations work independently, but I think of them as operating within the context of adventures if that makes any sense, so I don't predict that they'll throw off this method too much.

Anyway, the idea is that there's more going on than the party can likely stop all at once, so the campaign will be better or worse or just different depending on what challenges the PCs do and don't take on.