My day was busy, and just today I realized that my 08:47 PM reference will vanish from Youtube and Itch.io after publishing the game, so I'll need to be fast about this one.
Yesterday Is History
The first D&D campaign I've ever DMed featured a time loop and the last one I ever did. To be fair, the latter was just a three-session adventure. I like time loops, because it's a sandbox for the players to roam around in. They get to try things they'd normally be too afraid to try with little consequence, enjoy freedom, and see the world's reactions to their actions. Having done this before, I have enough experience to talk about the preparations for running a time loop. Instead of talking in detail about the pointless details of the system's development, I'll take this opportunity to talk about some things that I didn't fit into either the video or the written system.
I'd prepare several phrases to repeat word-for-word in every loop whenever relevant, especially at its start. Most commonly, this should be used with the NPCs unaware of the loop. I suggest limiting this to descriptions of the world since that could get stale quickly.
I'd also prepare some cool environmental aspects that the players could use to their advantage and something that can be done only at a certain time of the day (e.g. a door that's unlocked only between 11 AM and 1 PM).
Consider if you want to give them a vehicle or not. Consider what that means for the time units. Think about whether the NPCs use vehicles. A vehicle, in this context, could also be a mount, such as a horse. Just anything that makes you go faster. I'm not even gonna talk about the teleportation.
Tomorrow Is Mystery
At the end of the video, I mention my system's biggest flaw: you can't do this easily for minigames, like combat. I did not want the rules to be too long, so I did not address it there. I asked for suggestions in the video linked above, so maybe the comments will offer something more helpful. Until then, here are some suggestions from me off-the-cuff:
- Difficult: ask every player how much they expended in each of these minigames, record it all, and then whenever they repeat the minigame in the future they expend a little less stuff. It worked well enough for my last D&D campaign as a makeshift solution, even if it's a bit unreliable.
- Simple: count how many of these minigames are there in your schedule. Ask the players to remove a fraction of their resources equal to one divided by the count. For example: if you expect three minigames, ask them to remove a third of their resources. Make it a bit less with every iteration beyond the first one.
- Fun(?): play out every minigame each time. Trust the system, the improvements could make it easier and thus a bit more interesting each time.
How would I go around designing the time loop itself is something I don't go into detail in my video, and I'm afraid I don't have time to detail it right now either. Let's just address it briefly, in no particular order.
- Make a grid out of the locations and time units.
- Come up with the characters in your adventure will feature prominently. Maybe develop simple relationships between the characters.
- Work out where they are at what time, and what are they up to.
- Work out some alternatives, for example, if this thief gets caught or escapes the law, if the players do or don't hire this vehicle for the day, etc.
- Work out some cool things that the players could learn throughout the loop. For example, the thief is in love with the local waitress. The policeman's wife is sick. The fireman's dog is lost.
Today Is a Gift
I had planned this for nearly a month. Some references, just in case you're not too familiar with everything I am familiar with:
- The video, blog post, and There Is No Tomorrow system were released on February 2nd (Groundhog's Day).
- Everything listed above is also released at 08:47 PM CET (Rue Valley).
- While I didn't manage to make my video 22 minutes long, at least it starts and ends the way Outer Wilds' loop does (Outer Wilds).
- Two transitions between the chapters in the video are from Forgotten City and The Legend of Zelda: Majora's Mask, both of which feature time loops prominently.
I've put a lot of effort into this. The system is minimal, but that's because Mosaic Strict games have to be. The adventure is also rather minimal, but it's okay enough as an example at the very least.
Thank you for reading this, have a wonderful Groundhog's Day, hopefully with no repetitions!
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