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A question about time travel
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<blockquote data-quote="JiffyPopTart" data-source="post: 8113399" data-attributes="member: 4881"><p>I planned to have a "time travel" adventure in my campaign. I had the PCs gathered at an important event, which was the leader of the Hobgoblin nations signing an official peace treaty to end the fantasy equivalent of WW2. There was a HUGE crowd gathered around the building the event was being held in...but most of the crowd (PCs included) were unable to make it into the actual conference room where the high level delegates were doing the signing/ceremony. All heck broke loose and word spread through the crowd that some unknown assassins has broken into the signing room, killed all the hobgoblins, and escaped before the guards outside could get into the room to stop them.</p><p></p><p>Many real world months later the PCs ended up in a demiplane where time travelled very slowly. They fought and killed a dragon that was there, but when they emerged from the plane back to their own world time had moved forward thousands of years. I used this "in the future" adventure to show the PCs what would happen if they didn't act to solve a couple major issues that were happening in the world. They were able to track down an important PC who was able to send them back to their correct time using a combination of futuristic technology and old lost elven magic.</p><p></p><p>When they were sent back there was a small error in the calculations and the PCs ended up a couple years before "their time" and emerged inside the conference room just as the hobgoblin leader (a loose fantasy Hitleresque villain the PCs hated) was getting ready to sign the peace accords. The players took advantage of the situation by blasting/slashing/destroying the crap out of all the hobgoblins in the room and then jumping back into the time portal to return to the future. Once they did so the NPC helping them out fixed his calculations and returned them to the time in the campaign just after they entered the demiplane that sent them on the time romp in the first place.</p><p></p><p>So, to pull it off, I had to have some actions take place out of the players sight, but actions that I knew the players were jealous of having not done themselves. I also limited the "messing with history" to one very small area (a single room) and made sure the result (killing the hobgoblins and escaping right away) was something that was going to happen even when the players had freewill during the scene.</p><p></p><p>I think it would be impossible to have a "go back in time" game without also having to refigure the future as a result unless you very much limit PC freedom of action.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8113399, member: 4881"] I planned to have a "time travel" adventure in my campaign. I had the PCs gathered at an important event, which was the leader of the Hobgoblin nations signing an official peace treaty to end the fantasy equivalent of WW2. There was a HUGE crowd gathered around the building the event was being held in...but most of the crowd (PCs included) were unable to make it into the actual conference room where the high level delegates were doing the signing/ceremony. All heck broke loose and word spread through the crowd that some unknown assassins has broken into the signing room, killed all the hobgoblins, and escaped before the guards outside could get into the room to stop them. Many real world months later the PCs ended up in a demiplane where time travelled very slowly. They fought and killed a dragon that was there, but when they emerged from the plane back to their own world time had moved forward thousands of years. I used this "in the future" adventure to show the PCs what would happen if they didn't act to solve a couple major issues that were happening in the world. They were able to track down an important PC who was able to send them back to their correct time using a combination of futuristic technology and old lost elven magic. When they were sent back there was a small error in the calculations and the PCs ended up a couple years before "their time" and emerged inside the conference room just as the hobgoblin leader (a loose fantasy Hitleresque villain the PCs hated) was getting ready to sign the peace accords. The players took advantage of the situation by blasting/slashing/destroying the crap out of all the hobgoblins in the room and then jumping back into the time portal to return to the future. Once they did so the NPC helping them out fixed his calculations and returned them to the time in the campaign just after they entered the demiplane that sent them on the time romp in the first place. So, to pull it off, I had to have some actions take place out of the players sight, but actions that I knew the players were jealous of having not done themselves. I also limited the "messing with history" to one very small area (a single room) and made sure the result (killing the hobgoblins and escaping right away) was something that was going to happen even when the players had freewill during the scene. I think it would be impossible to have a "go back in time" game without also having to refigure the future as a result unless you very much limit PC freedom of action. [/QUOTE]
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