FILL-IN-THE-BLANK HISTORY
This is an approach to alternate history that I want to try. Basically I'd pick a time and place that interests me, for example Rome or the Silk Road during the reign of Ghengis Khan. I pick a year and write down everything I know about that time and place, including geography. I am not allowed to do any research to fill in the blanks. The blanks I have to fill in myself, and they must be interesting as well as vaguely plausible. I can plug anything that interests me into these gaps so long as I can make them believable. I can include supernatural elements also if I want, but most likely won't. This applies to everything: the history leading up to the present moment, the people in power, the technology, the institutions, places, etc.
So if I am doing Rome in 70 AD and only have a vague notion of what lies south east across the Red Sea, I can put anything there I think makes sense. It could be something based on what I imagine resides in that region. Perhaps I am vaguely aware of the Kingdom of Himyar, but don't really have firm grounding in what it was, so I come up with something that I believe would be interesting: an early christian kingdom founded by a forgotten disciple that is sitting on a wealth of frankincense and myrrh. That is far from the truth, but it is the sort of detail that might emerge from this process. I can take it further and elaborate (they could subscribe to a strain of Christianity that the player's never encountered before, where the eucharist is literally the blood of sacrificial victims). This could be a cannibalistic sect responsible for all those nasty rumors about the religion in Rome. Maybe their rituals even work, and they have a direct line to Jesus. I don't know. Whatever shakes things up. I could apply this to institutions as well, creating all kinds of social groups and organizations in the capital to replace my ignorance.
The key is to use gaps in your knowledge to reshape the past and its geography.
TIME TRAVELERS OF IMPENDING DOOM
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The key for making this work I think, is going to be noting what change to history is responsible for each table result so there are definable problems the players can tackle. This also has the effect that the longer they delay, the harder the clean up effort is. I like this because I enjoy games where there is that kind of building pressure.
Sounds creative
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