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General Tabletop Discussion
*Dungeons & Dragons
Time Travel and forced time paradoxes
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<blockquote data-quote="hawkeyefan" data-source="post: 6952268" data-attributes="member: 6785785"><p>We constantly use that at our table whenever one PC steals a kill from another. </p><p></p><p>Regarding the thread topic, though, I'd introduce some kind of rival time travellers, or some kind of dark organization as a balance to whatever the PCs have accomplished with their time shenanigans. </p><p></p><p>Perhaps someone learned of the group and realized what they were doing and then was able to capitalize on it. So when the PCs arrive back in the present, they find that this rival group has also flourished. Then they have to decide if what they've accomplished is worth whatever the rivals have done. </p><p></p><p>I've been using time travel and chronomancy in my longstanding campaign, so I've messed around with a lot of ideas in this area. It opens up a lot of cool aspects for play.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 6952268, member: 6785785"] We constantly use that at our table whenever one PC steals a kill from another. Regarding the thread topic, though, I'd introduce some kind of rival time travellers, or some kind of dark organization as a balance to whatever the PCs have accomplished with their time shenanigans. Perhaps someone learned of the group and realized what they were doing and then was able to capitalize on it. So when the PCs arrive back in the present, they find that this rival group has also flourished. Then they have to decide if what they've accomplished is worth whatever the rivals have done. I've been using time travel and chronomancy in my longstanding campaign, so I've messed around with a lot of ideas in this area. It opens up a lot of cool aspects for play. [/QUOTE]
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