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Using time travel as an in-game tool
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<blockquote data-quote="Creamsteak" data-source="post: 1822776" data-attributes="member: 552"><p>That probably has more to do with the unordered "stream of thought" typing I've put together so far. It's the natural order of things for me, to go from chaotic to orderly.</p><p></p><p>Heh... but it's still funny.</p><p></p><p></p><p></p><p>Both. It would probably be safer to pull a Bill and Tedd's Excellent Adventure style, "in the future, we travel into the past, and steal our wallets so they can't be stolen by the thieves!" Than it would be to "let's travel back in time and kill the thieves." Just something for consideration.</p><p></p><p>It should even be possible to travel to the future for whatever reason. Perhaps, circumstances could happen where the bad guys turn out to be the players, and they figured it out in time to travel to the future and try and knock off "themselves" one at a time or something. Just another idea to throw in the oven I guess.</p><p></p><p></p><p></p><p>I'd rather not use extra rules too much. Something akin to Karma would be easier to implement and less "hard and fast." The character who's first "time-wish" was to find a solid gold statue of himself in his backyard would earn negative karma, while the character that plans to make amends for his misdeeds before they happen might accumulate some degree of positive karma (depending on what specifically, and the outcome). The less direct the interference, the less negative karma (so directly participating in a battle would result in huge negative karma, while subtley changing the circumstances of the battle such as laying a trap before the battle happened would have less negative karma).</p><p></p><p>That's what I'm thinking right now. Tell me if you've got something in mind though.</p><p></p><p></p><p></p><p>I'd put the burden of "proof" on the players. If the player of the wizard were to use a higher level wizard spell than he could cast, that might be fine. But if he starts taking fighter levels after this (and therefore changing his expectations and therefore the circumstances) this would change things and he would accumulate both the negative karma and possibly suffer some consiquences of the changes. For instance, if calling the spell of a higher level helped him gain his magical staff of magicking, he might find that it fails, malfunctions, or is even missing.</p><p></p><p>And trying to "fix" the mistake could have positive or negative effects based on how it's done. If they "fix" the mistake by making more changes to history, they might end up finding the world very different when they get back.</p><p></p><p></p><p></p><p>Oh yeah. Definitely. I'd definitely need to be both creative and on my toes at the same time.</p><p></p><p></p><p></p><p>Now that's a good idea. Also, it might not necessarily be "safe" to grant requests to your past self, but certainly "safer" than interfering without being asked.</p><p></p><p>Maybe I could even throw some possible "tricks" in there. Perhaps they find the exact same magic item twice. Identify spells say that they are, indeed, the exact same item. Not identical, the same. That could throw them for a loop about whether they should send the new one back in time to themselves or something.</p><p></p><p></p><p></p><p>Definitely. I'm not sure how I want to convey this yet, though. Also, I'm thinking about the question of whether to keep copies of their "old" character sheets or not. It could be important, but I also think it might be the case that small changes could make drastic differences in there "take" on themselves.</p><p></p><p></p><p></p><p>Nope. Sounds neat though.</p><p></p><p></p><p></p><p>Seems like a good way to "stagger" the change. And the past selves choosing to "not mess with there past selves" is such a classic episodic conclusion, that I would love to get that reaction from the players just once.</p><p></p><p></p><p></p><p>Or it could also be set up so that some events "try" to happen nomatter what. Like history fighting to keep certain constants, and those who mess with those constants end up risking becoming targets by something far more sinister. Perhaps some sort of artifacts or such have such a heavy influence on time that they struggle and resist against changes effecting them. Bring in some Elder God worship or something.</p><p></p><p></p><p></p><p>Oh yeah, good ideas all. Also, don't forget horrible things from the past too.</p><p></p><p></p><p></p><p>Heh, sorry I guess. Not much I can do about that. Thanks though.</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 1822776, member: 552"] That probably has more to do with the unordered "stream of thought" typing I've put together so far. It's the natural order of things for me, to go from chaotic to orderly. Heh... but it's still funny. Both. It would probably be safer to pull a Bill and Tedd's Excellent Adventure style, "in the future, we travel into the past, and steal our wallets so they can't be stolen by the thieves!" Than it would be to "let's travel back in time and kill the thieves." Just something for consideration. It should even be possible to travel to the future for whatever reason. Perhaps, circumstances could happen where the bad guys turn out to be the players, and they figured it out in time to travel to the future and try and knock off "themselves" one at a time or something. Just another idea to throw in the oven I guess. I'd rather not use extra rules too much. Something akin to Karma would be easier to implement and less "hard and fast." The character who's first "time-wish" was to find a solid gold statue of himself in his backyard would earn negative karma, while the character that plans to make amends for his misdeeds before they happen might accumulate some degree of positive karma (depending on what specifically, and the outcome). The less direct the interference, the less negative karma (so directly participating in a battle would result in huge negative karma, while subtley changing the circumstances of the battle such as laying a trap before the battle happened would have less negative karma). That's what I'm thinking right now. Tell me if you've got something in mind though. I'd put the burden of "proof" on the players. If the player of the wizard were to use a higher level wizard spell than he could cast, that might be fine. But if he starts taking fighter levels after this (and therefore changing his expectations and therefore the circumstances) this would change things and he would accumulate both the negative karma and possibly suffer some consiquences of the changes. For instance, if calling the spell of a higher level helped him gain his magical staff of magicking, he might find that it fails, malfunctions, or is even missing. And trying to "fix" the mistake could have positive or negative effects based on how it's done. If they "fix" the mistake by making more changes to history, they might end up finding the world very different when they get back. Oh yeah. Definitely. I'd definitely need to be both creative and on my toes at the same time. Now that's a good idea. Also, it might not necessarily be "safe" to grant requests to your past self, but certainly "safer" than interfering without being asked. Maybe I could even throw some possible "tricks" in there. Perhaps they find the exact same magic item twice. Identify spells say that they are, indeed, the exact same item. Not identical, the same. That could throw them for a loop about whether they should send the new one back in time to themselves or something. Definitely. I'm not sure how I want to convey this yet, though. Also, I'm thinking about the question of whether to keep copies of their "old" character sheets or not. It could be important, but I also think it might be the case that small changes could make drastic differences in there "take" on themselves. Nope. Sounds neat though. Seems like a good way to "stagger" the change. And the past selves choosing to "not mess with there past selves" is such a classic episodic conclusion, that I would love to get that reaction from the players just once. Or it could also be set up so that some events "try" to happen nomatter what. Like history fighting to keep certain constants, and those who mess with those constants end up risking becoming targets by something far more sinister. Perhaps some sort of artifacts or such have such a heavy influence on time that they struggle and resist against changes effecting them. Bring in some Elder God worship or something. Oh yeah, good ideas all. Also, don't forget horrible things from the past too. Heh, sorry I guess. Not much I can do about that. Thanks though. [/QUOTE]
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