So I had a wild idea, inspired by a friend, for my next scenario. A 24-hour time loop in Groundhog Day/Window of Opportunity/Majora's Mask style.
Essentially, the PCs will be caught in the effect of a spell gone wrong, which will have them reliving the same 24 hours over and over until they figure out what's starting it, and I'm planning to make it a hell of a day--in the first iteration, I'm planning to have some huge tragedy happen in front of each of them that they'll later be able to stop.
The plan is to run through the day quickly in the first session of the scenario--issue a lot of compels to speed things along and keep them moving so they don't dwell too much. Then start the next session exactly the same way, and from that point on, divide the scenario into discrete periods of time and let them 'save' their progress.
So the first thing that's planned to happen is one PC's boss is going to go out, run into ghouls, and be brutally killed before that PC can get there. And in subsequent sessions, he'll be able to relive that, do things differently, and then when he gets through it in a satisfactory way, we'll 'save' the day's progress at that point, with the assumption that the character repeats what he did the one time things went well.
I think this could end up being a really awesome scenario if I can pull it off. I've more or less got the plot of the day scoped out, but I'm interested in hearing if anyone has ideas for how to pull it off mechanically and structurally.
Well what's the end condition? How do they break the loop?Oh, I have the end condition in mind. The loop is being caused, in brief, by a rogue mage affiliated with the badguys trying to get back in time to a certain point, but not managing it--partly he's intending the loop so he has more time to figure it out. In more detail...
I would run it like a mystery game. A set of clues that lead to the bad guy. Follow the rule of three. At least three clues to each subsequent clue. At least three clue paths to follow to get to the result. Map it all out in a flow chart. Figure out how many game sessions you want it to take, Assume one major clue per game session and give yourself one that can be given away as a freebie and a hidden one you can stick in at the end if you need to make things easier or harder. Make it vital that they have each, so even if they figure out what's going on, they can't do anything about it till they have enough clues.
Oh, I have the end condition in mind. The loop is being caused, in brief, by a rogue mage affiliated with the badguys trying to get back in time to a certain point, but not managing it--partly he's intending the loop so he has more time to figure it out. In more detail...(click to show/hide)
The plan is, indeed, for them to spend about half their time figuring out what's going on (they're unaffected by the time loop because the Gatekeeper hands the mages a couple protective charms and a vague warning before stuff goes down), and half their time fixing stuff that just happens during the day that may or may not be related to the time loop itself (that PC saving his boss, for example). I can't really plan out how many sessions it will take, because it is just about impossible to gauge how quickly or slowly we'll get through a given sequence.
Ah, but you don't know my players like I do. That's why I say it's nigh impossible to plan things out that precisely--they're a creative bunch and a lot of the enjoyment for them is coming up with plans to approach things, and things quite frequently take a lot more or less time than I anticipate. So while I can plan from one week to the next what's likely to happen, I couldn't even guess at what they'll be doing two or three weeks from now. I have an encounter planned for this week that I initially thought was going to happen two weeks ago, for instance.I completely understand that, though my in-game time is even harder to grasp. What I've found happens is that when they go over in one spot, they tend to go under in a different one around the same amount. But i hear you on players not following expectations.
My main idea going into this was creating something of a schedule for events to happen, though--like, midnight, ghouls kill PC's boss; 8 am, vampires spotted in downtown; etc., and hold them to that. It's a lot easier for us to hold things together on in-game time than real time.