Roleplaying flashbacks


Advice


This may seem like a weird one, but is it feasible to roleplay flashbacks? Or flash forwards?

I'm wondering if the kind of non-linear storytelling we see on tv so much in the 21st Century (Lost, for example) can be applied to roleplaying in any workable way.

Grand Lodge

Like Assassin's Creed interactive flashbacks?

Shadow Lodge

Sure, I've done flashbacks, flash-forwards, opening scenes in media res, all that.

The one thing to keep in mind is to make sure that the events that must happen for continuity's sake do happen, and that your players are okay with that. So, don't run a combat in a flashback that just might kill a PC, for example. If something must be stolen, don't make it stolen directly from the PCs. That sort of thing.


blackbloodtroll wrote:
Like Assassin's Creed interactive flashbacks?

Tell me more.

Grand Lodge

joeyfixit wrote:
blackbloodtroll wrote:
Like Assassin's Creed interactive flashbacks?
Tell me more.

The entire game is a flashback. The main character is actually just strapped to machine, forcing him to remember a previous life.

This is why the sequel makes no frikken sense(at least to me).


Desynchronized...

I feel they got lazy on AC3 they had so much epic build up for a thats it? moment

as for the storys
altier is related to etzio (at least i think thats what that mission in AC2 ment) over a distance and then somewhere else in the family tree is the character is Conner and his dad.

my opinion anyway just make sure you cant kill your players in a flashback because the event already happened. but for cinimatic effect you could let the party whipe in a future vision by useing the concept this is your future change it or die... then apoligise for b!&!@slapping the orical lol


joeyfixit wrote:

This may seem like a weird one, but is it feasible to roleplay flashbacks? Or flash forwards?

I'm wondering if the kind of non-linear storytelling we see on tv so much in the 21st Century (Lost, for example) can be applied to roleplaying in any workable way.

I do it all the time. There's only one secret; havind the complicity of the player. When they know that they are in a flashback or a «cutscene», they act in consequence.

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