That's really neat! =)It's my irl nickname, a portmanteu of my name and epsilon, which is also suitably unique that I can use it everywhere and count on it not being taken.
This is how I feel too, hence my questions.Since my character concept is a spy who turns their coat in the Future That Was, the only way they're really in a group with a bunch of people actually on Tolkeen's side in the original 101 PA is by lying through their teeth. Which is a really bad foundation for working together.
I agree with your last sentence if we are following your character's backstory for the whole group.Tolkeen is a big place, when planning my character, I was under the distinct impression that we would *not* have known each other particularly well the first time around, but might have gotten closer during the FTW so that we were well-placed to form a group immediately upon restarting. That you have chosen to make a character who does not remember the FTW really makes group formation more complicated or at least suspension-of-disbelief-stretching.
The way I see it (and I'm open to correction) is we have two timelines, right? To use your phrasing, we have the Future That Was. We also have the Future That Is.
One idea a bunch of us seriously discussed here earlier this week was the group having been a team prior to 101 P.A..
So. For the sake of gameplay and story, if we were a team in the FTW in 101 P.A., and if my character left the team entirely and did not travel to Tolkeen with you, and if you did not see her again, then as far as the story is concerned, she wasn't there in FTW. Thus, what is there for her to remember? Whatever she was doing when the rest of you were together is entirely irrelevant to the FTW story. She is only involved the Future That Is.
There are benefits to this (here in O.O.C. when Pips and I discussed it). Here are a few. Chan-Chan's perspective is different than the team's. Her probable role (future-seeing psychic and the team's "early warning system"), combination of powers, and knowledge are possible game-changers for the team. Armed with her and the experiences of FTW, the team's outlook might change considerably along with their odds of succeeding in changing the future (and time is something Chiang-Ku know something about with their access to Temporal Magic knowledge).
Think about it. If you just fell back in time and escaped a grisly death and you found a good friend who not only completely believed your story (the one that nobody else would believe), and out of faith in you, she was willing to risk her life to go along with you to change that future (the future being something she can sometimes predict with accuracy), why wouldn't you take her along?
But again, this idea had nothing to do your character's recently-developed backstory - this team-oriented approach was developed a short while ago. If we were a team in 101 P.A.,, I think the idea stands a great chance of working and adding to the fun. If instead, we follow your character's backstory which completely excludes him from being in the team in the first place, and instead we are just some group... well... I'd say that changes things quite a bit. Also, I feel each direction should be given equal consideration - after all, they are both Player-driven ideas. I hope we will all discuss more until all seven of us have something to smile about. =)
This is one very large part why I keep asking all of these questions here in O.O.C. and not in private to Pips. Folks, I want us all on the same page. Not as individuals, but as a gaming group - a team of Players with our GM. How else do fun games and good times last for years and years? =)
Honor and fun,
Dann =)
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