Von Zinzer
2013-08-26, 09:11 AM
So I've been planning a PF one-shot for some friends in which the BBEG is hell-bent on achieving immortality through space-time manipulation (and threatening the stability of the continuum as a result). My chief inspirations are Homestuck's 'Midnight Crew' intermission, for the mansion setting, sinister tone, and big crew of baddies; Day of the Tentacle, for the mansion again and the idea of sharing items across time frames; and various Star Trek treatments of time travel, in particular causality looping like in 5x18 "Cause and Effect". Basically I want to have the party (level 8) assaulting a mansion stronghold to find the macguffin, get the BBEG, and rescue their kidnapped comrade. I hope to use the "bigger on the inside" trick for the mansion by providing [dimension] doorways as portals to other sections of the mansion that are not necessarily contiguously located in space. In addition to that, I want to have at least three other portals:
1) to a past version of the mansion
2) to a future version of the mansion
3) to a pocket universe/prison cell/safe haven where the party can rest up
So naturally, this is going to be rife with problems. Most obviously is the potential for universe-breaking causality problems and complete dismantling of the game world. I think I've got a handle on that by fluffing the mansion itself, or at least parts of it, as immutable or temporally stable or some such. I believe I can trust my players not to meta-game too hard or to deliberately break things even if I leave holes.
(I also want to implement a madness system drawing from Heroes of Horror so that each time a party member passes through a portal they run a chance of going a bit nuts. I think that'll work fine.)
Has anyone tried this kind of thing before? What pitfalls am I going to encounter? Help me out and I'll be both eternally grateful and shall gladly report back on development/how it goes.
1) to a past version of the mansion
2) to a future version of the mansion
3) to a pocket universe/prison cell/safe haven where the party can rest up
So naturally, this is going to be rife with problems. Most obviously is the potential for universe-breaking causality problems and complete dismantling of the game world. I think I've got a handle on that by fluffing the mansion itself, or at least parts of it, as immutable or temporally stable or some such. I believe I can trust my players not to meta-game too hard or to deliberately break things even if I leave holes.
(I also want to implement a madness system drawing from Heroes of Horror so that each time a party member passes through a portal they run a chance of going a bit nuts. I think that'll work fine.)
Has anyone tried this kind of thing before? What pitfalls am I going to encounter? Help me out and I'll be both eternally grateful and shall gladly report back on development/how it goes.