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My new time travel RPG: TimeWatch!
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<blockquote data-quote="Henry" data-source="post: 6128485" data-attributes="member: 158"><p>Sadly, I lost my Continuum main book a while back during a house move -- I'd love to find it again myself! (For under $50, that is -- people are charging outrageous prices for it because it's hard to get now). But it sounds like you have most of the fun bits. The focus was on the flavor, and the rules system was actually about 40 pages long, but it was not very good. I spoke to one of the designers on their forums about 7 years ago, trying to convince them to at least ride the d20 wave back then to get the game some more exposure, but they were adamant on the game standing for itself. In the end, I don't see them selling new product for it at all any more.</p><p></p><p>The most important bits were the terminology, which they had worked out pretty well to avoid the confusion that inevitably happens in a time travel game; the different Bill-and-Ted style tricks that one could do as a time agent (including the fact that time travel also includes space travel by its nature); and the natural progression that comes from being a more powerful traveller from local threats to millenium-wide threats at the highest power level. (As a "span 1" you were travelling max 1 year per 24 hours of your day, and stopping local threats, and at span 5 you were travelling up to 10,000 years in your day's time span, and playing enormous long-games with other travellers and threats to all civilization.)</p><p></p><p>In Continuum, there was no machine to travel (unless you count the nanite-based technology they explain in the DM guide *spoiler*!) -- just a limiter placed until the bigwigs think you can handle the responsibility of having all creation to travel in. You could zip back and forth, as long as the total added to max of X years for the day, or a max of Y miles in one jump. One session my players played in involved two hours of inventing a skyboarding game involving who would chicken out and not teleport first to safety. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The drama wasn't in the limits, as you found; it was in the figuring out how to fix the problem, and also not fragmenting their own existences by accident trying to fix the problem. ("Frag" is a big deal in that game, explained by your conscious mind trying to be in two continuums at once to reconcile multiple inputs, and it sounds like you have something similar going on.)</p><p></p><p>Also, they give you like $50,000,000 dollars on your initiation to remove the money temptation that time travel naturally brings to most people. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Anyway, sounds like you're already firing on most of those cylinders, so can't wait to see more.</p></blockquote><p></p>
[QUOTE="Henry, post: 6128485, member: 158"] Sadly, I lost my Continuum main book a while back during a house move -- I'd love to find it again myself! (For under $50, that is -- people are charging outrageous prices for it because it's hard to get now). But it sounds like you have most of the fun bits. The focus was on the flavor, and the rules system was actually about 40 pages long, but it was not very good. I spoke to one of the designers on their forums about 7 years ago, trying to convince them to at least ride the d20 wave back then to get the game some more exposure, but they were adamant on the game standing for itself. In the end, I don't see them selling new product for it at all any more. The most important bits were the terminology, which they had worked out pretty well to avoid the confusion that inevitably happens in a time travel game; the different Bill-and-Ted style tricks that one could do as a time agent (including the fact that time travel also includes space travel by its nature); and the natural progression that comes from being a more powerful traveller from local threats to millenium-wide threats at the highest power level. (As a "span 1" you were travelling max 1 year per 24 hours of your day, and stopping local threats, and at span 5 you were travelling up to 10,000 years in your day's time span, and playing enormous long-games with other travellers and threats to all civilization.) In Continuum, there was no machine to travel (unless you count the nanite-based technology they explain in the DM guide *spoiler*!) -- just a limiter placed until the bigwigs think you can handle the responsibility of having all creation to travel in. You could zip back and forth, as long as the total added to max of X years for the day, or a max of Y miles in one jump. One session my players played in involved two hours of inventing a skyboarding game involving who would chicken out and not teleport first to safety. :) The drama wasn't in the limits, as you found; it was in the figuring out how to fix the problem, and also not fragmenting their own existences by accident trying to fix the problem. ("Frag" is a big deal in that game, explained by your conscious mind trying to be in two continuums at once to reconcile multiple inputs, and it sounds like you have something similar going on.) Also, they give you like $50,000,000 dollars on your initiation to remove the money temptation that time travel naturally brings to most people. :) Anyway, sounds like you're already firing on most of those cylinders, so can't wait to see more. [/QUOTE]
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My new time travel RPG: TimeWatch!
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