I know I’ve been talking a lot about Faith lately, and that’s unusual for this blog. I rarely give updates on my current campaigns because I expect readers will find them boring. A session-by-session recap is more for the creative types who can turn them into a proper narrative, while my style of gaming really lends itself more to the live presentation. When I do talk about my campaigns it’s usually in the context of gaming advice in general. But from my conversations with other players and DMs, I got the impression that there was some appetite for information about this campaign, not least because of its premise. Time travel is a messy, complicated mechanic, and giving it to several creative, free-willed players intensifies its most dangerous aspects. People wanted to know how it would work, either for their own campaigns or out of morbid curiosity, and I thought it would be a fun idea to write about how I manage time travel in a tabletop campaign.
So it’s with some embarrassment that I admit after a dozen sessions I’m still not sure what I’m doing myself, but I contend that this is a good thing.