Time travel
Well, I don't want to say overly much about the time travel book. While there's no contract or NDA, there is an interested publisher. What I've set out to do is provide a toolbox of time-related goodies. With luck, you can use the book to effectively game across the genres--in D&D, d20Modern, and a sci-fi setting. There's a massive amount of OGC going into this from many publishers (Malhavoc, FFG, Atlas, Necromancer Games, Bastion, and Second World Simulations so far!).
There are the customary tips on how you can (and why you should) use time travel in your campaign as well as how to make the PCs mechanically compatible with the setting they're "shifting" to (if the DM is planning an extensive stay away from the setting the characters belong to!). A discussion of alternate realities and how one can get to them is looked at (the Continuum has islands called "Havens" where junctions lead from one reality to another--some Havens are devoid of life while others sport entire communities). And let's not forget the nasty problem of paradoxes. A quick yet efficient way of dealing with these troublesome effects is laid out.
A boatload of spells, feats, magic items (some new, some OGC), and a couple prestige classes naturally show up. And to give the PCs something to encounter, several monsters, societies and personalities involved with time travel are included.
Hope that whets your appetite! Wish me luck because it's only about half-way completed.
