augmentedspartan
Surviving in the Metro
Hmm, I was thinking that once someone gets transformed, there is no turning back. I think that before the humans can fuse together into the big Abomination, they will have to be turned enough so that they are a.not human anymore (both in appearance and behavior) and b.completely evil and corrupted. Once they are in that state, then they can fuse with more. (You could have enemies be more than one human fused. There could be bunches of monsters that are composed of 5-10 humans. They are more powerful than one transformed human.)Eske said:I'm not sure - I agree that when total transformation takes place, something truly terrible emerges....like you described. But perhaps PCs can be turned against their group but still be saved if they are fast enough?
Maybe while you have one setting going on, you could get glimpses of the other two depending on whether someone gets sent. Let's say character 1 is sent to the present during the fantasy setting. The RP would continue as normal, with the fantasy setting being the main setting at hand, while you have character 1 interacting in the present as a side thing. This could also show how things can be changed. You can have the characters in the fantasy setting do something game-changing, and you could see through character 1's perspective the effect said actions had.Eske said:Good question! I think we should strive to keep the group in one era at a time. Maybe they need the combined power of the group to travel in time?
Changes in the timeline should be immediate. If the PCs go back in time and destroys a village that would have turned into Paris in the current era, Paris is gone.
This goes for the villains too; if they see an option to destroy something, like an Order stronghold by going back in time, they can do so. The players should get the chance to save it though.