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General Tabletop Discussion
*Dungeons & Dragons
How exactly does the Feywild time warp work? (Can it be used for going back in time?)
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<blockquote data-quote="jgsugden" data-source="post: 7541818" data-attributes="member: 2629"><p>Your failure was your assumption that there it only works in one way. It is wild, fickle, contradictory and capricious. It can't be controlled - by PCs, at least - and it isn't something that can be made into a sensical model with no contradictions. </p><p></p><p>For my purposes, I deterine 'return schedules' for the PCs when they enter the Feywild. I'll roll as many return schedules as there are PCs, but I'll assume we won't need all of them. If the first group to return is days become minutes and the second is normal and the third is days become years - it is easy. When group one returns, they'll have a wait before others return. If they break into three groups, then that third group to return will essentially be out of the campaign.</p><p></p><p>If the first group to return is days become years, the second is days are days, and the third is days become minutes, then whe the first group returns, I have the action stay with the group that stayed in the Feywild until they leave it. If the secnd group also leaves, we'll have the action stay wih any remainder in the Feywild. If the rest leave in the third group, they'l arrive home first. After the appropriate period, the second group will appear. However, the first group may be out of the game for a long time before they return.</p><p></p><p>If, in my second example, the third group goes back to the Feywild to find their missing allies, they will not find them. They left the Feywild at a point in time that is in the past of the Feywild. So, they are not in the Feywild to be found. That group that went to the Feywild again will have multiple options for how they may return based upon how many there are. </p><p></p><p>You can still have contradictory events, but it mostly works - and those constradictions fit with the idea of the Feywild.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7541818, member: 2629"] Your failure was your assumption that there it only works in one way. It is wild, fickle, contradictory and capricious. It can't be controlled - by PCs, at least - and it isn't something that can be made into a sensical model with no contradictions. For my purposes, I deterine 'return schedules' for the PCs when they enter the Feywild. I'll roll as many return schedules as there are PCs, but I'll assume we won't need all of them. If the first group to return is days become minutes and the second is normal and the third is days become years - it is easy. When group one returns, they'll have a wait before others return. If they break into three groups, then that third group to return will essentially be out of the campaign. If the first group to return is days become years, the second is days are days, and the third is days become minutes, then whe the first group returns, I have the action stay with the group that stayed in the Feywild until they leave it. If the secnd group also leaves, we'll have the action stay wih any remainder in the Feywild. If the rest leave in the third group, they'l arrive home first. After the appropriate period, the second group will appear. However, the first group may be out of the game for a long time before they return. If, in my second example, the third group goes back to the Feywild to find their missing allies, they will not find them. They left the Feywild at a point in time that is in the past of the Feywild. So, they are not in the Feywild to be found. That group that went to the Feywild again will have multiple options for how they may return based upon how many there are. You can still have contradictory events, but it mostly works - and those constradictions fit with the idea of the Feywild. [/QUOTE]
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How exactly does the Feywild time warp work? (Can it be used for going back in time?)
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