Notes on running Fugit Islands: Time in The Fugit Islands | World Anvil
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Notes on running Fugit Islands: Time

Fugit Islands presents a GM with an interesting opportunity in terms of causality. In one sense or another, the island is in a time loop, and while it is completely up to you as to how you want to present that to your players, here are two suggestions:   1) Four independent loops. In this scenario, every phase is a self-contained loop of a three day period at progressively later points in the island’s history.   2) One Bubble. This scenario is both more complicated and more straightforward at the same time. In short, the entire history of the Fugit Islands has already happened, but due to the magic at work, the players can step into four different time periods and effect changes that could ripple into later phases. In this scenario, time progresses “normally” on the island. Only those from outside the island are aware of the phases.   In either case, the residents of the island are unaware of anything being odd with time, only people from outside the bubble are aware of the temporal issues. This can be used to plant some suspicious characters for players to interact with, or use as an information source.   If you are electing to use a temporal effect that would have causal ripples, be sure to keep things consistent across phases, or be prepared to provide an answer from outside the players immediate ability to observe or effect.

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