a slight change of scenario would warrant calling it "timelines" in ttrpgs framework? it is the butterfly effect in principle but this version feels like is just train tracks of a splitting railroad method. trying to predict the future it is pruning all the other versions that could emerge from improvisation, funnily enough.
I think that’s not really the premise here, so much as the timeline indicates what happens without player intervention! It’s not a railroad, simply an outline of what happens if they do nothing.
The idea is that this gives the scenario evolution that isn’t reliant on the players. That gives them reason to act and imposes interesting changes on the scenario.
Improvisation is certainly a tool you can use, but having a more precise timeline models cause and effect more realistically which adds to immersion and provides a much stronger basis for improvisation vs. thin air when players take actions that change the course of events.
Each to their own of course, but I think there’s a reason you see this structure in some of the best NSR/OSR modules, which are 100% against railroading.
just arguing semantics here. both spiderverse calls it canon events, and monster of the week has the sunset system. my pick is that timelines always imply a meta-awareness players are meant to deal w it in someway.
Picked up the Hauler's Handbook, good stuff! Thanks for the article and the suggestion!
You’re welcome!
a slight change of scenario would warrant calling it "timelines" in ttrpgs framework? it is the butterfly effect in principle but this version feels like is just train tracks of a splitting railroad method. trying to predict the future it is pruning all the other versions that could emerge from improvisation, funnily enough.
I think that’s not really the premise here, so much as the timeline indicates what happens without player intervention! It’s not a railroad, simply an outline of what happens if they do nothing.
The idea is that this gives the scenario evolution that isn’t reliant on the players. That gives them reason to act and imposes interesting changes on the scenario.
Improvisation is certainly a tool you can use, but having a more precise timeline models cause and effect more realistically which adds to immersion and provides a much stronger basis for improvisation vs. thin air when players take actions that change the course of events.
Each to their own of course, but I think there’s a reason you see this structure in some of the best NSR/OSR modules, which are 100% against railroading.
just arguing semantics here. both spiderverse calls it canon events, and monster of the week has the sunset system. my pick is that timelines always imply a meta-awareness players are meant to deal w it in someway.