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D&D: Is this plot twist too much?
The party I'm DMing for is currently in a parallel universe from which they started. They also travelled back in time several months in the universe change. One of the PC's (Frank), listed, in his backstory, that he was a former king of a nation. This country was ruined by a mysterious, dimension-hopping individual (Lucian), and Frank's character is now seeking revenge. However, I stipulated that Frank's character had lost most of his memories, and no longer remembered much about (a) how his country was ruined, or (b) anything about Lucian, beyond the fact that he had an artifact that let him travel between dimensions (and presumably, universes).
Now, my plot twist, which I was going to slowly reveal, was that Lucian is actually a future version of Frank's character attempting to set up a stable time loop. Everything Lucian has done was actually for the greater good. By ruining the kingdom, Lucian prevented an eldritch abomination from being released, and set Frank's character on his quest. If Frank's character cooperates with Lucian, Frank's character will eventually finish the stable time loop. However, Lucian needs to regain the dimension-hopping artifact (something the rest of the party opposes) to finish his part of the loop. Frank would have to sabotage the party from within, while appearing to be helping the party.
Is this too complex, or would it work, if I took most of the reveals slowly?
Also, I have other major plot elements centered around the rest of the party. It's not just Frank.
1 Answer
- LavaLv 71 decade agoFavorite Answer
******* EPIC!!!!
You must drive into Frank the importance of making that choice, else it fails, the story fails, the game sucks, etc. Seriously, I want to play in your games! That's what it should be about, an amazing story that blows your mind a little. So do all you can to ensure that the story happens without railroading any of the PCs. You probably need to think of an ingame reason for each to either be ignorant about the betrayal or look the other way. Allow conflict to happen, but provide escape routes. Because this is a damn good story! You gotta tell the story even if it doesn't end like you want. Frank and the other PCs need to have free will, but of course paradoxes can do terrible things...you're the DM, make it epic.
Source(s): You know I'm gonna steal this, right? I will admit it's stolen if that helps. Because with D&D, it's never too much.