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D&D Time Travelers?
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<blockquote data-quote="Intrope" data-source="post: 4590696" data-attributes="member: 3591"><p>The closest I can think of is the Dragonlance novels (The Twins Trilogy) that involved time travel (and some time alterations).</p><p></p><p>What I'd think would be the most important is to decide two things:</p><p>Can the PC's change the past (in any meaningful way)? In the first time travel segment of the Twins, they were in a city soon to be blown up by the gods--so it limited the scope of any changes.</p><p></p><p>Should the PC's change the past? This one's harder because you could end up with Candide's </p><p>"Best of All Possible Worlds!" business, wherein any change is always for the worst[1]. </p><p></p><p>If you don't really know what the answers to these things are (and have a way to communicate them to the PC's!) then it's probably a good idea to steer clear of this. On the other hand, if you can set things up where these questions can be addressed it could be good fun! </p><p></p><p>Two other thoughts occur: </p><p></p><p>It's going to be very hard to do a time-travel campaign if the players aren't pretty firm on what the history *was*. This could be troublesome (a lot of people--me included!--have a pretty questionable grasp of a lot of real history we've heard about all our lives, so this could be quite difficult!)</p><p></p><p>The other thing: it's not a good idea to give the PC's the ability to go when and where they want; it could turn the campaign into Bill & Ted's sequel--every issue could be solved by returning later and having healing potions drop into your hand when you're down to 1 hp! </p><p></p><p>[1] I'm aware that in Candide the "Best of All Possilbe Worlds!" line is satire--but it applies here straight-up.</p></blockquote><p></p>
[QUOTE="Intrope, post: 4590696, member: 3591"] The closest I can think of is the Dragonlance novels (The Twins Trilogy) that involved time travel (and some time alterations). What I'd think would be the most important is to decide two things: Can the PC's change the past (in any meaningful way)? In the first time travel segment of the Twins, they were in a city soon to be blown up by the gods--so it limited the scope of any changes. Should the PC's change the past? This one's harder because you could end up with Candide's "Best of All Possible Worlds!" business, wherein any change is always for the worst[1]. If you don't really know what the answers to these things are (and have a way to communicate them to the PC's!) then it's probably a good idea to steer clear of this. On the other hand, if you can set things up where these questions can be addressed it could be good fun! Two other thoughts occur: It's going to be very hard to do a time-travel campaign if the players aren't pretty firm on what the history *was*. This could be troublesome (a lot of people--me included!--have a pretty questionable grasp of a lot of real history we've heard about all our lives, so this could be quite difficult!) The other thing: it's not a good idea to give the PC's the ability to go when and where they want; it could turn the campaign into Bill & Ted's sequel--every issue could be solved by returning later and having healing potions drop into your hand when you're down to 1 hp! [1] I'm aware that in Candide the "Best of All Possilbe Worlds!" line is satire--but it applies here straight-up. [/QUOTE]
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