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<blockquote data-quote="Beazel" data-source="post: 1254676" data-attributes="member: 7081"><p>I believe in only two brands of time travel and only one of them works easily in an RPG. This is not to say you can’t do other things with LOTS of preparation on the part of the DM, but my method is foolproof.</p><p></p><p>First, let me say what the first brand of time travel is that’s hard to pull off in an RPG — “Everything that has happened will happen, and if you go back in time to change something you’re only fulfilling history because actually you have already BEEN back in time. You just don’t know it yet.” This method is very hard to pull off and takes a lot of planning by the DM. You have to set up situations like having a PC find a picture of himself in an ancient tome, or a bard-sung history of some events that took place a long time ago, but are actually a recounting of the PC’s expected actions in a post-time-travel encounter coming later in the adventure/session. The DM has to do everything possible to not allow history to change, AND everything possible to railroad the action into the form described by history. The bard’s song must come out the same. The reason the PC’s picture was in the ancient tome needs to be revealed, and so on. Hard stuff.</p><p></p><p>The second brand of time travel that I subscribe to is the best choice for a DM with no time (heh) to prepare. This is a little harder to describe, but if you understand quantum mechanics then you are half way to understanding. Basically the idea is that it’s impossible to even travel back in time without changing something. There is a saying in science that you cannot observe something without changing it. By going back in time and just standing still you are making all manner of changes just by displacing air particles, standing on the ground, changing the concentration of oxygen in the air by breathing, and so on. Once you actually start moving around doing things, killing creatures, and taking items, forget it! Also, in quantum mechanics everything that can happen has happened, creating infinite parallel universes.</p><p></p><p>Ok, so now we know you can’t travel back in time without making a change by your very presence in the past. So what? The next step is to understand that you don’t need to let it matter. Each time you travel back in time, you are creating a split in the timeline. It’s sort of like being able to leap to one of the alternate universe described by quantum mechanics. Everything you did in the past before traveling backward has still happened; it has just happened to a different timeline now.</p><p></p><p>To express this on paper, get a pencil. Draw a long straight line and label it with times. This is your group’s world’s timeline. Have a point far right on the line be present day. Pick a point in the past that you want to travel back to. Place your pencil on that point and pull down a little line, then start drawing a parallel line with the original timeline. The rules are: (1) You can always travel backward in time. Each time you go backward in time you do what I described above. You pull down a new parallel line to represent the new timeline. (2) You can always move forward in time. Each time you do, you’re on the NEW timeline. You cannot experience the same events that transpired on the previous timeline. (3) You can never travel up a branch that has been left behind. Every backward step creates a new branch. All forward steps move on the new branch. The reason all previously experiences branches are taboo is that you can never reproduce the infinite set of exact events that created that branch. The slightest change in one molecule bars you from experiencing the same timeline ever again. There is always SOMETHING that is different.</p><p></p><p>Using the method I have described means that you can go back and kill yourself in your past and nothing changes except that in the NEW timeline you never existed. You have not created a paradox because in the timeline where you came from you still existed (up until you traveled backward). You have created two parallel timelines where in one you exist and in the other you don’t. If you move forward in time you will see the future as it would have been without you. If you move backward in time you will create yet another parallel timeline. In this method the DM doesn’t have to do anything extra. The players can act freely. Easy stuff.</p><p></p><p>—Bob</p></blockquote><p></p>
[QUOTE="Beazel, post: 1254676, member: 7081"] I believe in only two brands of time travel and only one of them works easily in an RPG. This is not to say you can’t do other things with LOTS of preparation on the part of the DM, but my method is foolproof. First, let me say what the first brand of time travel is that’s hard to pull off in an RPG — “Everything that has happened will happen, and if you go back in time to change something you’re only fulfilling history because actually you have already BEEN back in time. You just don’t know it yet.” This method is very hard to pull off and takes a lot of planning by the DM. You have to set up situations like having a PC find a picture of himself in an ancient tome, or a bard-sung history of some events that took place a long time ago, but are actually a recounting of the PC’s expected actions in a post-time-travel encounter coming later in the adventure/session. The DM has to do everything possible to not allow history to change, AND everything possible to railroad the action into the form described by history. The bard’s song must come out the same. The reason the PC’s picture was in the ancient tome needs to be revealed, and so on. Hard stuff. The second brand of time travel that I subscribe to is the best choice for a DM with no time (heh) to prepare. This is a little harder to describe, but if you understand quantum mechanics then you are half way to understanding. Basically the idea is that it’s impossible to even travel back in time without changing something. There is a saying in science that you cannot observe something without changing it. By going back in time and just standing still you are making all manner of changes just by displacing air particles, standing on the ground, changing the concentration of oxygen in the air by breathing, and so on. Once you actually start moving around doing things, killing creatures, and taking items, forget it! Also, in quantum mechanics everything that can happen has happened, creating infinite parallel universes. Ok, so now we know you can’t travel back in time without making a change by your very presence in the past. So what? The next step is to understand that you don’t need to let it matter. Each time you travel back in time, you are creating a split in the timeline. It’s sort of like being able to leap to one of the alternate universe described by quantum mechanics. Everything you did in the past before traveling backward has still happened; it has just happened to a different timeline now. To express this on paper, get a pencil. Draw a long straight line and label it with times. This is your group’s world’s timeline. Have a point far right on the line be present day. Pick a point in the past that you want to travel back to. Place your pencil on that point and pull down a little line, then start drawing a parallel line with the original timeline. The rules are: (1) You can always travel backward in time. Each time you go backward in time you do what I described above. You pull down a new parallel line to represent the new timeline. (2) You can always move forward in time. Each time you do, you’re on the NEW timeline. You cannot experience the same events that transpired on the previous timeline. (3) You can never travel up a branch that has been left behind. Every backward step creates a new branch. All forward steps move on the new branch. The reason all previously experiences branches are taboo is that you can never reproduce the infinite set of exact events that created that branch. The slightest change in one molecule bars you from experiencing the same timeline ever again. There is always SOMETHING that is different. Using the method I have described means that you can go back and kill yourself in your past and nothing changes except that in the NEW timeline you never existed. You have not created a paradox because in the timeline where you came from you still existed (up until you traveled backward). You have created two parallel timelines where in one you exist and in the other you don’t. If you move forward in time you will see the future as it would have been without you. If you move backward in time you will create yet another parallel timeline. In this method the DM doesn’t have to do anything extra. The players can act freely. Easy stuff. —Bob [/QUOTE]
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