Was originally thinking of simply using Variable History as a tool to keep players in the dark on what some of the more important historical events were until they either researched them or encountered the consequences in-game. But it would work pretty good as part of an alternate universe toolkit. Something like a random table based alternative to Microscope.
Start by making a core timeline with a handful of the more important bits in place - then roll for variable outcomes. Put the major and minor races in - then roll for possible variations or replacements. Add in another layer of events/details from my big timeline event tables. Add in some historical figures. Create a few historical worlds with my simple systemless generator. Drop in some Instant Game setting elements to taste - then shuffle in a few more random table bits for extra flavor. Work up some story hooks, oddities, and Library Data. Rinse, Lather, Repeat. Find more fun random tables.
For reality shifts, I would probably do it with misjumps instead of intoxication. Make temporal misjumps easier and more common than spatial, and have severe misjumps initiate crossover to a totally new (scrambled) universe. Sort of like an old sf series where the stardrives always dimensionally displaced the ships into closely linked timelines - but the more you traveled, the harder it was to get back to your 'real' home.
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In what way? Like alternate universes/timelines ?
The closest thing I can think of in Traveller is the way all refs have the
freedom to modify or leave things out.
On the other hand, I am imagining the PCs waking up each morning to a
"Dude, Where's My Starship?" scenario, where they have to figure out which
parts of reality shifted out from under them over night.
> Has anyone experimented with the concept of using Variable History to
> maintain a sense of mystery?
> It was an interesting design feature of Mekton Empire that might be
> adaptable to Traveller campaigns.
Start by making a core timeline with a handful of the more important bits in place - then roll for variable outcomes. Put the major and minor races in - then roll for possible variations or replacements. Add in another layer of events/details from my big timeline event tables. Add in some historical figures. Create a few historical worlds with my simple systemless generator. Drop in some Instant Game setting elements to taste - then shuffle in a few more random table bits for extra flavor. Work up some story hooks, oddities, and Library Data. Rinse, Lather, Repeat. Find more fun random tables.
For reality shifts, I would probably do it with misjumps instead of intoxication. Make temporal misjumps easier and more common than spatial, and have severe misjumps initiate crossover to a totally new (scrambled) universe. Sort of like an old sf series where the stardrives always dimensionally displaced the ships into closely linked timelines - but the more you traveled, the harder it was to get back to your 'real' home.
----------------------------------------------------------
In what way? Like alternate universes/timelines ?
The closest thing I can think of in Traveller is the way all refs have the
freedom to modify or leave things out.
On the other hand, I am imagining the PCs waking up each morning to a
"Dude, Where's My Starship?" scenario, where they have to figure out which
parts of reality shifted out from under them over night.
> Has anyone experimented with the concept of using Variable History to
> maintain a sense of mystery?
> It was an interesting design feature of Mekton Empire that might be
> adaptable to Traveller campaigns.