Nifft
Penguin Herder
I've been thinking about a "temporal disaster" scenario, probably set in modern or near-future times. Horrific entities from beyond the outer darkness show up, and we humans nuke them with our most powerful weapon -- a trans-thermic tachyon bomb. The time stream ruptures; causality is severely irritated.
The basic idea would be that the PCs navigate a horror scenario (a la Call of Cthulhu) with lots of easy deaths, but the party can "reset" at any time -- even after dying -- and they remember everything that happened in previous iterations. Thus, they can try risky things without too much fear.
The catch? They remember everything. Their Sanity score does not get reset.![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
So: practical considerations.
- Who should the PCs be? Soldiers, scientists, medics & military occultists seem to be four obvious roles -- who else?
- Where should the PCs be when play starts? This should be near a ton of non-obvious resources, since they'll be repeating their "setup" work several times.
- What's the best system for this kind of thing? Obviously we need a Sanity score, but everything else is open.
- Encounters... should have a TON of tactical options, since I expect the PCs to play some of them many times.
- How many encounters? A few encounters, but each one terribly hard, sounds good to me -- the fun part will be figuring out how to solve each one.
Anyway. Thoughs?
Thanks, -- N
The basic idea would be that the PCs navigate a horror scenario (a la Call of Cthulhu) with lots of easy deaths, but the party can "reset" at any time -- even after dying -- and they remember everything that happened in previous iterations. Thus, they can try risky things without too much fear.
The catch? They remember everything. Their Sanity score does not get reset.
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
So: practical considerations.
- Who should the PCs be? Soldiers, scientists, medics & military occultists seem to be four obvious roles -- who else?
- Where should the PCs be when play starts? This should be near a ton of non-obvious resources, since they'll be repeating their "setup" work several times.
- What's the best system for this kind of thing? Obviously we need a Sanity score, but everything else is open.
- Encounters... should have a TON of tactical options, since I expect the PCs to play some of them many times.
- How many encounters? A few encounters, but each one terribly hard, sounds good to me -- the fun part will be figuring out how to solve each one.
Anyway. Thoughs?
Thanks, -- N