BerzerkerUnit
2022-04-22, 10:39 AM
So this is a homebrew campaign concept. I’ll be fleshing it out for my players when my Contest of Royalty is complete.
Here’s the ultrashort gist:
Players are heroes on the road to godhood. They are stuck in a time loop and have to “answer prayers” to advance the plot. Answering a prayer can be “flagged” as the new “save point” or left in flux. Failure can undo many successes, dice/Fate makes it impossible to perfectly replicate previous successes. The only hitch is they retain all the XP/levels they acquired from their previous run.
I think this is almost a Dnd roguelike?
Plot:
The current gods are old. The Divine is supposed to work in concert with Fate to “make the universe happen.” This is accomplished at its most basic level by helping mortals manifest their desires. That means answering prayers. Sometimes answering a prayer will have unintended consequences, so you can roll it back by deliberately failing someone else. Rolling back costs time, some degrees of success, etc. To those that have done it for eons, it’s exhausting and they’re passing on the mantle so they can go to some far shore.
The PCs are level 3 when it begins. Heroes by any measure and wake up in a timeloop. They have to convince this adult black dragon to move since it’s poisoning the land. This is an insurmountable challenge when they start, but after a few failures they’ll discover certain information they can use to negotiate with the dragon.
They can choose to set their first flag when the dragon departs. From there they can travel, no matter where they go key NPCs have motivations, some good, some evil. Eventually they’ll discover “the Hate” a pantheon of apostate god candidates that think mortals are crap and the world should burn. They reveal that reboots “consume time’s candle at both ends” and they endeavor to burn out the universe.
The PCs have no idea these reboots are happening, so it’s added motivation to set more flags and keep the universe chugging along.
However, they are growing more powerful, gaining enemies in their own right, enemies that can gum up their prayer answering.
in some cases, answering a prayer “perfectly” creates problems they may want to go fix later. So it makes players think about how to monkey’s paw the NPCs.
Example: a guy wants them to kill all the goblins in an old fort. They do, then that guy moves in a bunch of mercs and stages a coup. So maybe the players reboot, kill all the goblins, but animate them and hide the zombies and skeletons so when the mercs set up shop they get ambushed making the coup fail.
Or maybe they just send a message with a warning about the coup and the mercenary base location.
Any thoughts?
Here’s the ultrashort gist:
Players are heroes on the road to godhood. They are stuck in a time loop and have to “answer prayers” to advance the plot. Answering a prayer can be “flagged” as the new “save point” or left in flux. Failure can undo many successes, dice/Fate makes it impossible to perfectly replicate previous successes. The only hitch is they retain all the XP/levels they acquired from their previous run.
I think this is almost a Dnd roguelike?
Plot:
The current gods are old. The Divine is supposed to work in concert with Fate to “make the universe happen.” This is accomplished at its most basic level by helping mortals manifest their desires. That means answering prayers. Sometimes answering a prayer will have unintended consequences, so you can roll it back by deliberately failing someone else. Rolling back costs time, some degrees of success, etc. To those that have done it for eons, it’s exhausting and they’re passing on the mantle so they can go to some far shore.
The PCs are level 3 when it begins. Heroes by any measure and wake up in a timeloop. They have to convince this adult black dragon to move since it’s poisoning the land. This is an insurmountable challenge when they start, but after a few failures they’ll discover certain information they can use to negotiate with the dragon.
They can choose to set their first flag when the dragon departs. From there they can travel, no matter where they go key NPCs have motivations, some good, some evil. Eventually they’ll discover “the Hate” a pantheon of apostate god candidates that think mortals are crap and the world should burn. They reveal that reboots “consume time’s candle at both ends” and they endeavor to burn out the universe.
The PCs have no idea these reboots are happening, so it’s added motivation to set more flags and keep the universe chugging along.
However, they are growing more powerful, gaining enemies in their own right, enemies that can gum up their prayer answering.
in some cases, answering a prayer “perfectly” creates problems they may want to go fix later. So it makes players think about how to monkey’s paw the NPCs.
Example: a guy wants them to kill all the goblins in an old fort. They do, then that guy moves in a bunch of mercs and stages a coup. So maybe the players reboot, kill all the goblins, but animate them and hide the zombies and skeletons so when the mercs set up shop they get ambushed making the coup fail.
Or maybe they just send a message with a warning about the coup and the mercenary base location.
Any thoughts?