SR, many people have already mentioned the some of the more obvious examples of "linear time travel," forwards or backwards along a predetermined and basically linearly straight path of temporal displacement. (
In vectors or direction of motion I mean, not as regards actual events - the truth is the real problem with linear time travel is that you keep moving along the same basic path, which is linear, when real events have yet to be settled, and real-world unknown events are more like a quantum cloud of possibilities and probabilities.
Real-world unknown events are not linearly distributed at all, but consist of multi-directional clouds of probabilities until actually settled by action.)
Think of it this way. Suppose you give a kid a ball, and say, go play soccer on that large field over there. He's gonna move in every and any direction possible (because few kicks - or actions - will be perfectly linear), given the geometry of the environment. But with linear time travel you are insisting he do this by basically playing ball only along a straight line, up and down the field, yet somehow maintain the appearance of "free movement through his environment."
So, my suggestion, and the way I have played this in the past (and I have played this type of campaign, see
here or
here for one example), is to avoid linear time travel along a single axis, especially if you travel both forwards and backwards along the same exact axis. So with my system players do not move forwards and backwards through time (along different points of their own history), but rather move through time as themselves in different times.
Fr instance they start out at a particular spot or moment in time, and accomplish whatever it is they must accomplish at that point. They then (whenever time travel is needed for the plot to progress) move either forwards or backwards in time relative to their original starting position.
As an example say a party plays their first adventure in the year 1210. The next adventure they play in 895 (I am assuming a forward progression of time form 1 upwards is standard, so moving form 1210 to 895 is to go backwards in time). The third in 1463. (And so forth and so on.) They do not have to worry, and neither do you, if they are playing in past or future relative to themselves, only that they are playing past or future relative to the external, or objective world.
If they travel back in time they do not travel back to a younger Self, they travel back to a younger World. If they travel forwards in time they travel to a more developed (or possibly wasted or regressed, depending upon circumstances) World, not to a more developed Self.
Basically their personal development runs parallel to the campaign development or progression, but remains "out of phase" relative to the normal progression or regression of time in comparison to the world in general. This also provides some problems, such as, what if they "become famous at some point in the past, and then show up at some point in the future when their fame is still popularly recorded or re-counted." But those kinds of problems, if they become real problems, can rather easily be addressed with things like disguises and false identities. With linear time travel you have far more fundamental and difficult problems to resolve.
Now with all of that being said I would say that from personal experience the single most important thing to consider with any time travel scenario, either small scale and tactical, or large-scale and strategic, is consistency of Setting, World, and Milieu. Without a stable (I did not say unchanging, but rather stable) background it is nearly impossible to run a meaningful time travel scenario. If your intention however is to run a time travel scenario which is not so much focused on the time travel aspect, but upon the "Self-Travel aspect, with time-travel being the mere modus operandi of how the 'Self-Travel' is operated" then you can still do it but a number of additional problems will have to be addressed, either in the initial planning stages, or ad hoc (because things will happen you did not anticipate, because of the natural paradoxes inherent when combing Self-Travel with Time-Travel), or both.
My suggestion is pursue the angle of either Time-Travel, or Self-Travel, but not necessarily both, or both at the same time. However your intention might specifically be to pursue both in conjunction, and in that case I'd say do what you wish to do. Just be aware you will face various problems with both Character and World consistency, and will need some method of squaring these natural conflicts, unless of course you do not intend to (just let things go as they go, without an attempt to explain them - since it's D&D it is after all I assume a magical environment and not a scientific one - therefore you don't need logical or scientific consistency if you don't want it).
I know a lot of people think magic should work like science, I'm not one of them, and wouldn't even worry about it if my players are not conditioned to think that magic must work like science (when is the last time one of your players whipped out their Staff of the Magi and their slide rule at the same instance to make sure that the magical formula they are using to incite their spell power is calculated correctly? - for those of you who don't know what a slide rule is, just think of a flattened wand of wonder filled with stars and numbers). If they are conditioned to think of magic as pre-programmed computation and trigonomic functionality, then you have consistency problems,
if not, then you don't. It's up to you and your party.
In any case these are some of the things I have found worked well in time Travel scenarios, and that make campaigns like that far more fun.
1. A "Relative Adversary." That is to say an adversary or a group of them who can also move through time and who the players keep running into consistently, though unexpectedly, and who use similar time travel methods to thwart, reverse, undo, or sabotage the prior efforts of the party. this forces the party to start to think like 3 and 4 dimensional chess players, where they not only consider what they are doing at any particular point in time, but must also consider how what they are doing might be undone or sabotaged by their enemies. It makes people think much harder and become much more creative and clever about their objectives and actions.
2. A Tesseract. I have used this in two forms. It is either a place or a space or a time where anything can happen (within the predetermined boundaries) but nothing happens relative to the normal world. You go in at 12:15 on Tuesday the 14th of May in the year 1215 and come out at exactly the same time as you went in, even though within the boundary you may have spent 7 years or so. (Escape of a Tesseract is a very difficult feat, it I much easier to enter, than to exit.)
And Secondly, a Tesseract may be a place where numerous times and spaces overlap, so that taking any action within the tesseract may have numerous ripple like motions or effects through several different timelines or period of time, booth forwards and backwards in relation to the present moment. Sow within the tesseract you can change not just events in the present, but within the past and future as well, and even simultaneously and also even in opposition to one another. Again, magic does not have to follow the normal rules of physics in regards to temporal displacement or disruption (assuming we would know what they would be in regards to these issues, which we don't).
3. An (Agenda) Artifact capable of maneuvering through time or displacing one through time might also very well be capable of calculating time to its own advantage, and manipulating the players and their characters, not just their place in time and space. In other words I have played artifacts with agendas of their own. Secret agendas of their own. Agendas which might very well be in opposition to the seeming intended or apparent agenda, or even an agenda or set of agendas in opposition to that of the players.
4. Mis-placed Replay - Once I had players replay an adventure they had previously played at another earlier time, only this time they were level 7 instead of level 3. They arrived at exactly the same time and place as earlier, but four levels higher. They expected their second time through would be much easier since they barely survived the previous attempt but to their surprise when they arrived most of the occupants of the place were completely different and much deadlier. This only became apparent as they got farther into the dungeon. The geography, the geometry, the topography, the design, and the time-frame were exactly the same, but the dungeon was now being used for a completely different purpose and was occupied by vastly different creatures.
5. Timed Dead-Zones - When certain things happen that are outside of time or when time is being manipulated then "Dead-Zones" develop that might effect physical objects, normal space, the ordinary flow of time, magical effects, or even supernatural influences.
6. Time-Curses - Small things happen which are odd, but only later are understood to be curses placed upon the party or upon individuals because of some event related to the manipulation of time.
7. Bad Hoodoo- The manipulation of time attracts creatures like Demons and Devils, or monsters or NPCs (liches, powerful Wizards, etc) who are particularly sensitive to or good at manipulating time, or are expert practitioners of time magic. It might also attract
Good Hoodoo, like Angels or Ki-Rin. Those who can help or offer wise advice.
8. Time Traps - These may be something complicated like the Tesseract (in one game I designed a huge underground library which was in reality a tesseract), or may be a simple "repeat same action" or "be teleported to the same spot over and over again" until you figure out how to escape the trap.
9. New and Old - The discovery of new spells, magics, body parts (of creatures), substances, etc. which allow time to be manipulated in interesting ways. Even old spells, or perhaps powers nowadays, can be retasked or restructured to have totally different effects.
10. Slippage of the Veil of Time - Being around time magic or manipulation makes one or more party members sensitive to it, and that person then develops the ability to see forwards or backwards in time, and to make prophecies about events likely to occur, though these prophecies are never easy to understand and more often than not have multiple meanings or appear as riddles or visions. These abilities that result from being exposed to time manipulations can be magical, supernatural, or psychic in origin.
And so forth and so on.
Speaking of time, I'm out of it.
Good luck with your efforts.