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<blockquote data-quote="captnq" data-source="post: 6236871" data-attributes="member: 6761684"><p><strong>Dramatic Time Travel System (Homebrew)</strong></p><p></p><p><strong><strong>Why Use Time Travel?</strong></strong></p><p> <strong></strong></p><p><strong></strong>Time travel as defined here is Dramatic Time Travel. DTT differs from regular time travel in that we really don't try to pigeonhole time travel and force DMs to make elaborate and complex maps and charts of the changes that Time Travel causes. We don't want to get caught up in explaining how you can travel through time, adventure, kill a few dozen monsters, and then return to an unchanged future. Time travel should be an adventure, not a lesson in quantum mechanics.</p><p> </p><p>Because we use DTT, we can have multiple different settings all on the same world that the players can interact with and not cause massive headaches when you switch backdrops. With DTT you can have the players adventure in a city for a while, then travel back to become responsible for founding the city. When they try to return, they may find themselves far in the future being hailed as the returning heroes of old. </p><p><strong></strong></p><p><strong></strong></p><p><strong>Time Rules</strong></p><p> </p><p>The flow of time is fractured. Time can be altered, but time itself is sluggish and resistant to change. Like a river, it tends to stick with the contours of the landscape.</p><p> </p><p>Rule 1: Time moves forward at all points in time.</p><p>There are several time periods that seems easier to reach then others. From the point of view of the individual observer, they are all moving forward in time. A day spent in the present, generally results in a day in the past. Thus when someone goes back in time to change things, you have time to go back and stop them.</p><p> </p><p>Rule 2: The same being cannot exist in two places at the same time.</p><p>You can't go back and meet yourself. If you try, you are shunted forward in time to the point where there would be only one of you. You don't travel through space, only time. Thus if you screw up, it is possible to be shunted forward past the point of your own death. You cannot fool time by transforming yourself into something else, or existing only as thought or energy. Time knows and you are displaced to a point where there is no longer a conflict. For unknown reasons, this doesn't seem to apply if you are reincarnated.</p><p> </p><p>Rule 3: Some things cannot change</p><p>Some things simple do not change regardless of what happens in time. Certain individuals are simply fixed and the universe changes around them. Some events simply will always be a certain way. They can only be changed in their relative present time, whenever that might be. Player characters are always fixed and no amount of mucking about in time will ever change them, for good or for bad.</p><p>In fact, it is possible to go back, Kill someone who's fixed as a baby, then return to the present to find them still alive. While the rest of the world believes they were dead and continued on as such, in the present, the target is still very much alive. It is only possible to end their lives in their 'present.' Whatever point in time that might be.</p><p> </p><p>Rule 4: Changes happen going forward.</p><p>Things from the present that travel into the past as the past changes, are immune to those changes and remain unchanged if they return to the future.</p><p> </p><p>Rule 5: Changes require a breaking point.</p><p>Simply going back in time and stepping on a butterfly or bumping someone on the street will almost never have far reaching effects on the flow of time. These minor changes are simply ignored as time flows over them. Before any major change is possible the breaking point must be determined. Stopping a treaty isn't always shooting the king making it, sometimes it's changing an event that happened six years previously that set the chain of events into motion that resulted in the treaty. The treaty itself may be the inescapable conclusion of previous events and thus is highly resistant to change.</p><p> </p><p>Rule 6: Paradoxes resolve themselves.</p><p>If time doesn't reach a breaking point, it finds a way to reach the same results. For example, if you travel back in time and kill your grandfather before he meets your grandmother, then return to the future, you will find that you were never born, but someone a lot like you with the same attitude and outlook was born who did all the things you would have done, had you been alive. Usually when this sort of thing happens, your replacement seems to invariably hate you and wish to see you dead. Which brings us to the final rule…</p><p> </p><p>Rule 7: Time doesn't like you.</p><p>Attempting to change time and alter events seems to result in random chance and events going against you. Time resists deliberate change. However, accidental or unintentional change seems to be just fine. Traveling between ages without having an agenda seems to lessen the resistance of time. Going somewhere to participate in the age without trying to make the age something it's not seems to allow the traveler more leeway. Someone trying to deliberately kill a king because of the future actions he will take is often thwarted by chance events, even to the point of being randomly shunted to another time. But someone who has no knowledge of future events from another time who tries to kill the same king for his gold, may find it goes rather easily.</p><p>For reasons unknown, intent and purpose seems to have far more influence about changes to the timeline then the results.</p><p></p><p></p><p>Have Fun.</p></blockquote><p></p>
[QUOTE="captnq, post: 6236871, member: 6761684"] [b]Dramatic Time Travel System (Homebrew)[/b] [B][B]Why Use Time Travel?[/B] [/B]Time travel as defined here is Dramatic Time Travel. DTT differs from regular time travel in that we really don't try to pigeonhole time travel and force DMs to make elaborate and complex maps and charts of the changes that Time Travel causes. We don't want to get caught up in explaining how you can travel through time, adventure, kill a few dozen monsters, and then return to an unchanged future. Time travel should be an adventure, not a lesson in quantum mechanics. Because we use DTT, we can have multiple different settings all on the same world that the players can interact with and not cause massive headaches when you switch backdrops. With DTT you can have the players adventure in a city for a while, then travel back to become responsible for founding the city. When they try to return, they may find themselves far in the future being hailed as the returning heroes of old. [B] Time Rules[/B] The flow of time is fractured. Time can be altered, but time itself is sluggish and resistant to change. Like a river, it tends to stick with the contours of the landscape. Rule 1: Time moves forward at all points in time. There are several time periods that seems easier to reach then others. From the point of view of the individual observer, they are all moving forward in time. A day spent in the present, generally results in a day in the past. Thus when someone goes back in time to change things, you have time to go back and stop them. Rule 2: The same being cannot exist in two places at the same time. You can't go back and meet yourself. If you try, you are shunted forward in time to the point where there would be only one of you. You don't travel through space, only time. Thus if you screw up, it is possible to be shunted forward past the point of your own death. You cannot fool time by transforming yourself into something else, or existing only as thought or energy. Time knows and you are displaced to a point where there is no longer a conflict. For unknown reasons, this doesn't seem to apply if you are reincarnated. Rule 3: Some things cannot change Some things simple do not change regardless of what happens in time. Certain individuals are simply fixed and the universe changes around them. Some events simply will always be a certain way. They can only be changed in their relative present time, whenever that might be. Player characters are always fixed and no amount of mucking about in time will ever change them, for good or for bad. In fact, it is possible to go back, Kill someone who's fixed as a baby, then return to the present to find them still alive. While the rest of the world believes they were dead and continued on as such, in the present, the target is still very much alive. It is only possible to end their lives in their 'present.' Whatever point in time that might be. Rule 4: Changes happen going forward. Things from the present that travel into the past as the past changes, are immune to those changes and remain unchanged if they return to the future. Rule 5: Changes require a breaking point. Simply going back in time and stepping on a butterfly or bumping someone on the street will almost never have far reaching effects on the flow of time. These minor changes are simply ignored as time flows over them. Before any major change is possible the breaking point must be determined. Stopping a treaty isn't always shooting the king making it, sometimes it's changing an event that happened six years previously that set the chain of events into motion that resulted in the treaty. The treaty itself may be the inescapable conclusion of previous events and thus is highly resistant to change. Rule 6: Paradoxes resolve themselves. If time doesn't reach a breaking point, it finds a way to reach the same results. For example, if you travel back in time and kill your grandfather before he meets your grandmother, then return to the future, you will find that you were never born, but someone a lot like you with the same attitude and outlook was born who did all the things you would have done, had you been alive. Usually when this sort of thing happens, your replacement seems to invariably hate you and wish to see you dead. Which brings us to the final rule… Rule 7: Time doesn't like you. Attempting to change time and alter events seems to result in random chance and events going against you. Time resists deliberate change. However, accidental or unintentional change seems to be just fine. Traveling between ages without having an agenda seems to lessen the resistance of time. Going somewhere to participate in the age without trying to make the age something it's not seems to allow the traveler more leeway. Someone trying to deliberately kill a king because of the future actions he will take is often thwarted by chance events, even to the point of being randomly shunted to another time. But someone who has no knowledge of future events from another time who tries to kill the same king for his gold, may find it goes rather easily. For reasons unknown, intent and purpose seems to have far more influence about changes to the timeline then the results. Have Fun. [/QUOTE]
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