Time Travel!! (2 reviews inside!!)


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Ed_Laprade said:
Oh? So what happens if you go back and shoot your infant self in the head with a .44 magnum? Short of creating a new timeline every time someone or something goes back in time, there just isn't any way to eliminate the possibility of creating paradoxes.

thing is, unless you were an infant in the 1850's, and are traveling from the contemporary juncture, you can't do that in Feng Shui. Only four possible time destinations means no interaction with yourself.

Also, time flows normally between the four junctures and the netherworld. So if you leave 69 AD at noon, and you spend four hours in the netherworld, then when you arrive in the contemporary juncture, it's 4 o'clock in the afternoon. If you spend a year in 69 AD and it becomes 70 AD, then travel to the 1850 juncture, oop, it's actually 1851 there.

though, presumably, if you Could abuse some loophole and travel back to just after you were born and do that, you'd just be dumped into the netherworld and become a "rabble", one of the un-made masses.
 
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How did I miss this thread?!

Crothian said:
So, anyone else use time travel in their games or have experience with any of the books I've mentioned or others? I'm finishing up reviews on both new PDFs and I'll post and tell people about them later in this thread.

I love time travel. At least once in every campaign I run there is a time travel adventure. Since I don't think everyone in my group embraces time travel I do try to keep this once-per-campaign limit. Mucking around the timeline can be a lot of work for the GM but the outcome is that much more interesting from the other side of the table.

In a standard adventure, the PCs slay the BBEG and leave the area (sometimes never to return). The fruits of their labors are loot and a "thank you" from the local village/town/government. Everyone assumes that their time was well spent but what if the outcome of that adventure just led to a nastier BBEG taking up residence? With a time travel adventure, the GM must ask himself this type of question because the results are waiting for the party when they return to their present. I guess it's these "what if" ideas that make the subject so much fun. This of course gives the GM an instant follow-up adventure to set things right again.

And where's the review of this other pdf you mention above, Crothian? ;)
 

Was there a Doctor Who RPG? There was a mention of it on the Full Frontal Nerdity comic a while back, but I had never heard of it. That would probably have some stuff involving time travel.

One of my Players hates time travel with a passion, so I never do any time traveling in my game, unfortunately.
 

ThirdWizard said:
Was there a Doctor Who RPG? There was a mention of it on the Full Frontal Nerdity comic a while back, but I had never heard of it. That would probably have some stuff involving time travel.

One of my Players hates time travel with a passion, so I never do any time traveling in my game, unfortunately.
Yep, there was. Never had it or played it though, so I don't know much about it other than that one person was supposed to play The Doctor and the others were his Companions. And there were quite a few modules out for it.
 


I love Time Master. The adventure "Paul is dead, miss him, miss him" had the Time Corps going back to stop Paul McCartney from being assassinated. If he gets killed (prior to Abbey Road) the Beatles never get into drugs or the counterculture, people never protest the Vietnam War, and the world is turned towards totalitarianism.

It's great fun.
 

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