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<blockquote data-quote="Napftor" data-source="post: 2542396" data-attributes="member: 617"><p>I'm here now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Not much to add as there's already a lot of great ideas here. I wonder how the original poster's campaign went.</p><p></p><p>The one way to throw PCs around the timestream that hasn't been mentioned yet is the old "energize them with temporal magics that, when certain conditions are encountered, send them through time."</p><p></p><p>Let's say the low-level PCs enter a wizard's laboratory just as an experiment he's working on backfires and blows up. The now-distorted temporal magics wash over and through the PCs and the wizard, causing some disorientation but no damage. From that point on in the campaign, whenever a certain condition (or set of conditions) is met, the chronoparticles within these characters (PCs and wizard) are activated and throw them back or forward in time. The condition(s) could be simple or complicated as the DM desires and distance is no factor for the affected--if one character is exposed to the triggering condition(s), then all the original characters are moved through time.</p><p></p><p>This conforms to the original poster's no deity/artifact directive nicely without being heavy-handed. The temporal shunting lasts as long as the DM needs, for there appears to be little rhyme or reason (at least to the PCs) why it occurs in the first place. This method can nicely spice up a campaign and, if the players are observant, perhaps can one day be controlled if they recall what was happening before each of the time jumps. This could even be the point of the campaign--figuring out why the jumps are happening and put a stop to it. The DM might even "reboot" the campaign if the PCs do manage to shed themselves of the temporal particles inside them. Heck, maybe the whole campaign comes full circle when one of the later time jumps, now with high-level PCs, pits them against an assassin trying to kill a certain wizard--at the same time their past selves were going to visit him on that fateful day! The assassin's, or maybe even the PCs', actions, caused the original explosion that suffused the group with temporal magics.</p><p></p><p>Well, something to think about. [cheap plug]And remember, for more timely rules and discussion, watch for <em>Temporality</em> coming later this year from Dark Quest Games. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />[/cheap plug]</p></blockquote><p></p>
[QUOTE="Napftor, post: 2542396, member: 617"] I'm here now. ;) Not much to add as there's already a lot of great ideas here. I wonder how the original poster's campaign went. The one way to throw PCs around the timestream that hasn't been mentioned yet is the old "energize them with temporal magics that, when certain conditions are encountered, send them through time." Let's say the low-level PCs enter a wizard's laboratory just as an experiment he's working on backfires and blows up. The now-distorted temporal magics wash over and through the PCs and the wizard, causing some disorientation but no damage. From that point on in the campaign, whenever a certain condition (or set of conditions) is met, the chronoparticles within these characters (PCs and wizard) are activated and throw them back or forward in time. The condition(s) could be simple or complicated as the DM desires and distance is no factor for the affected--if one character is exposed to the triggering condition(s), then all the original characters are moved through time. This conforms to the original poster's no deity/artifact directive nicely without being heavy-handed. The temporal shunting lasts as long as the DM needs, for there appears to be little rhyme or reason (at least to the PCs) why it occurs in the first place. This method can nicely spice up a campaign and, if the players are observant, perhaps can one day be controlled if they recall what was happening before each of the time jumps. This could even be the point of the campaign--figuring out why the jumps are happening and put a stop to it. The DM might even "reboot" the campaign if the PCs do manage to shed themselves of the temporal particles inside them. Heck, maybe the whole campaign comes full circle when one of the later time jumps, now with high-level PCs, pits them against an assassin trying to kill a certain wizard--at the same time their past selves were going to visit him on that fateful day! The assassin's, or maybe even the PCs', actions, caused the original explosion that suffused the group with temporal magics. Well, something to think about. [cheap plug]And remember, for more timely rules and discussion, watch for [i]Temporality[/i] coming later this year from Dark Quest Games. :D[/cheap plug] [/QUOTE]
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