MountZionEditor said:If the signal to noise ratio were't so remarkably good, I would think this was a newbie's club, having just noticed that three of the main contributors (myself included) are newbies.
Here's to getting boosted to shrwe, or whatever is after newbie..
As I mentioned before I've just never gotten much productive conversation (this has been a good one to clear my thoughts!) on these boards. I've lurked for a long time, having played in a very short Conan campaign when it first hit shelves and then WISHING my group would let me switch our long running Midnight campaign for Conan for several months prior to getting the current campaign going.
We play weekly so with 7 games in that's over two months with a saturday or two missed for scheduling conflicts.
But yeah - I'm still a newbie to the game/system, still learning things about it. I just take quicker to GMing techniques than the hard rules, feats and abilities.
Hence my EXTREME style for non-linear.

MountZionEditor said:-Kev-
Your non-linear-to-the extreme style got me thinking last night. How would you handle to death of one or all PCs int he "past?" What would that do to the present? On one hand I want to say, hell with it, and address the problem only if it comes up. However, so as to end aroundthe I-can't-die-because-I'm-still-alive-in-the-future syndrome, I'd like to have some good answer for my players.
This is a question asked by one of the players that (while willing) was having a hard time letting go of linear games.
My answer for the players is YOU CAN DIE, you CAN be maimed, or have other great losses. I'm NOT pulling any punches just because we're telling a story that's "out" of time sequence.
Because
in my mind (and make sure it's in the players minds too) there is no "current" timeline OTHER than the one they're in at the moment in game... and frankly that could change with a quick cut scene if I've planned it.
Remind them over and over that YOU CAN DIE.
My answer, for myself, honestly is cross that bridge when I come to it. I have a few ideas but I'm not defining them until necessary.
The trick is that you can tell the players (if they question you) that don't worry you have a good plan IF that event happens... it's not lying, you will have one (usually a week or more between adventures to figure it out). As long as they think you have a brilliant plan they'll feel better.
I also "tell myself" that the player characters CAN'T die... almost to convince myself that it's okay to throw the kitchen sink at them. Don't let up. I've always had really good experiences with leaving things to chance in roleplaying games. As long as you have a good direction most times things can work to that "fate" that you sort of build for the characters.
I also happen to NEVER fudge die rolls. I roll them in front of the players all the time. Only hiding something if it's necessary to the drama of the scene. I've found that it's just much more effective for the players to all get to see you roll that natural 20 or natural 1 and all inbetween.
With that
it adds another bit of danger to this non-linear idea...
but again
I just roll on tough as ever and so far I haven't hit a moment I needed to explain (yet).
So...
NOT to cop out on you for the answer.
What would I really do if a death were to happen?
First.. there's always "Left for Dead"... that's an easy one if the players have a Fate Point. Explaining HOW they came back, explaining the other PC's reactions when the "dead" character showed up again (maybe months or years later, depending on your story timelines) can be a whole other adventure!!
I'd probably not jump to it right away... I'd probably tell a short story afterward for an adventure wherein the "dead" PC plays another character to show his group in a time without him/her.
Then tell that reserection story. Or possibly even teasing at it 1-2 adventures.
My second thought (if LfD isn't an option) is to do some research into the Conan mythology and see if I can find a demon, doppleganger, or sorceror with the ability to mimic humans...
OR choose to "spend a fate point" for the player (secretly) effectively leaving the dead PC Left for Dead as an NPC...
EITHER of these can explain how the dead character has been hanging around going on adventures (in the non-linear) with his friends. The trick is that when you come back to a story that's set anytime AFTER the most future set game ran so far THIS is the adventure that the "dead" character turns traitor on them!!
Either as a demon/doppleganger, etc... OR as the real character just given over to the corruption and turned bad, perhaps working as a spy against the other PCs from within their group.
Spy and cops go undercover for months/years at a time sometimes.
This is no different.
THEN
following this reveal - the "dead" character's player makes up a new character to continue on with. Usually a character that has been adventuring with the PCs in their past (so you could tell more non-linear stories).
sorry so long winded...
thoughts?
-kev-