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Running Modern D&D without d20 Modern?
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<blockquote data-quote="Dunjin" data-source="post: 1228826" data-attributes="member: 14572"><p>The wya I have it imagined is that they exist outside of time to an extent. Their lives are linear, whereas time itself isn't. So if they spent three minutes in the past, two minutes in the future, and fifteen minutes in the present, then they've all aged 20 minutes. </p><p></p><p>When they go to another time, they're not really traveling there, but instead they're shifting their attention to the other time. The mad god lives in all times and no time, and all time is as one infinite moment to him, but the characters can't expand their minds to accept that. They can't transfer items back in time, because they simply can't have those items in the past. Nor can they really have knowledge of technology, as their past minds can't make the leaps needed to make modern tech out of medieval things. Just like their modern minds couldn't conceive of cities with poop piled in the streets; the knowledge adapts to represent whichever era they're in at the time. </p><p></p><p>If they die in one time, they die in all of them. Their linear lifeline has ended. </p><p></p><p>I'm trying to think of a way to limit them to two or three real timelines unless they find ways to open up more. I'm also thinking that there are items that were touched by the god and that have temporal intertia, meaning that if they're moved in the present, then they'll be in that new place when the PCs return to the past. </p><p></p><p>Since they're taking over themselves in time, a character can't be in a fight and go back to fifteen seconds ago to help himself out in the fight. Instead, he'd be reliving those seconds as himself in the past; in such situations I'll likely allow a re-roll like the Luck domain power. </p><p></p><p>For game reasons, the group will likely have to do this together in most situations. In some situations, I can work different timelines the same way I'd do normal splitting-the-party scenes. "Okay, you chase down the speeding corvette that contains the Chromium Shard. You place it in your bag. Now, you other guys in the Duke's court find your bag getting heavy. You reach inside and find the Chromium Shard you'd promised him in return for his letting the kobold princess go free."</p><p></p><p>More questions! Poke holes!</p><p></p><p>On topic (this might get moved to Plots), it looks like I can run modern and sci-fi stuff without a big problem. I'll just let them get away with certain things using the D&D skills as printed.</p></blockquote><p></p>
[QUOTE="Dunjin, post: 1228826, member: 14572"] The wya I have it imagined is that they exist outside of time to an extent. Their lives are linear, whereas time itself isn't. So if they spent three minutes in the past, two minutes in the future, and fifteen minutes in the present, then they've all aged 20 minutes. When they go to another time, they're not really traveling there, but instead they're shifting their attention to the other time. The mad god lives in all times and no time, and all time is as one infinite moment to him, but the characters can't expand their minds to accept that. They can't transfer items back in time, because they simply can't have those items in the past. Nor can they really have knowledge of technology, as their past minds can't make the leaps needed to make modern tech out of medieval things. Just like their modern minds couldn't conceive of cities with poop piled in the streets; the knowledge adapts to represent whichever era they're in at the time. If they die in one time, they die in all of them. Their linear lifeline has ended. I'm trying to think of a way to limit them to two or three real timelines unless they find ways to open up more. I'm also thinking that there are items that were touched by the god and that have temporal intertia, meaning that if they're moved in the present, then they'll be in that new place when the PCs return to the past. Since they're taking over themselves in time, a character can't be in a fight and go back to fifteen seconds ago to help himself out in the fight. Instead, he'd be reliving those seconds as himself in the past; in such situations I'll likely allow a re-roll like the Luck domain power. For game reasons, the group will likely have to do this together in most situations. In some situations, I can work different timelines the same way I'd do normal splitting-the-party scenes. "Okay, you chase down the speeding corvette that contains the Chromium Shard. You place it in your bag. Now, you other guys in the Duke's court find your bag getting heavy. You reach inside and find the Chromium Shard you'd promised him in return for his letting the kobold princess go free." More questions! Poke holes! On topic (this might get moved to Plots), it looks like I can run modern and sci-fi stuff without a big problem. I'll just let them get away with certain things using the D&D skills as printed. [/QUOTE]
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