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VisualStatic
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« Reply #15 on: July 28, 2008, 04:44:49 PM »

Something I ran across a while back


http://www.start.umd.edu/data/gtd/
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VisualStatic
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« Reply #16 on: July 28, 2008, 04:46:34 PM »

Something I ran across a while back


http://www.start.umd.edu/data/gtd/

It's a historical reference, which can also be useful
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TheTSKoala
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« Reply #17 on: July 28, 2008, 05:11:45 PM »

I tend to "Fracture" time.  The plot goes up until some defining point in History, where the plot takes a very different course of action compared to real time.  Like... Cuban Missle Crisis.  I had a campaign that based around the idea that the Missles actually fired.
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TheAuldGrump
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« Reply #18 on: July 28, 2008, 10:46:37 PM »

I tend to "Fracture" time.  The plot goes up until some defining point in History, where the plot takes a very different course of action compared to real time.  Like... Cuban Missle Crisis.  I had a campaign that based around the idea that the Missles actually fired.
Much the course I take. I intend to do something similar in my Servants of the Queen Elizabethean FantasyCraft spy game. I am not yet certain where the fracture will be, only that it will be sometime before the Spanish Armada. (How could I not give my players a chance to muck around with that?)

Oddly enough I have a strange urge to create an NPC by the name of Blackadder. He's very bad indeed.

The Auld Grump
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Merxiless
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« Reply #19 on: July 31, 2008, 09:35:32 AM »

I use real world events and themn modify them for use in the game, so that the world we play in is a close alternate of "Earth, 2008."

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