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Using time travel as an in-game tool
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<blockquote data-quote="random user" data-source="post: 1822997" data-attributes="member: 16581"><p>Well I think karma idea has some merit; I would add to it compounding interest. After the event is fulfilled, the extra "time-debt" accrued from the compounded interest will gradually dissipate. If I understand your concept of it correctly, this would solve a couple problems:</p><p></p><p>1. It gives incentive for players who call in favors to pay them back as soon as possible to avoid accuring compounding interest, so you don't have a lot of dangling plot/time lines.</p><p></p><p>2. It prevents players from abusing the timeline, as the more negative karma you accrue, the harder it becomes to do anything else with the timeline and may eventually cause your own erasure.</p><p></p><p>For example, you could call in a favor for a +5 greatsword at level one, but this would cause a large amount of "time-debt." Since the principle amount of karma is high, the interest is going to accrue quickly. Until you are able to give your former self the +5 sword, you're going to gain more negative karma. This can start off with something minorly annoying, such as a headache, progress through something like -2 to all skill checks, gradually evolving into sometime turning incorporeal when you try to do something (like you go through a door instead of opening it, or your sword goes through your opponent), and eventually causing you to lose all cohesion (ie you die) as the timeline repairs itself by simply completely wiping your existance away. </p><p></p><p>As a result of this, you can't be ressurected (since you never were alive) and all people forget that you exist (it's been a while but I believe this is similar to using balefire the Wheel of Time series?). I think that this would be preferable to having the world unravel. (Really, imo, no player should be that powerful. You do not unravel the universe -- the universe unravels you.)</p><p></p><p>3. Players would be careful about what they chose to do. Instead of simply taking the simple approach, "Let's cast a fireball" maybe they try something more subtle since it will acrrue less negative karma and less of a time-debt. Of course this may be hard to adjudicate, but if done right can be pretty cool.</p><p></p><p></p><p>I think the biggest danger will come in the form that players think they are invincible because their future selves can get them out of any problem. For some players this might not be a problem, but for other players, the lack of risk can be a turnoff.</p><p></p><p>Something I would definately tell the party is something along the lines of, "Yeah well it's nice when your future selves bail you out, but remember that if you die, you're future selves won't exist to help you," and let them think about that for a while.</p><p></p><p>Just my 2cp</p></blockquote><p></p>
[QUOTE="random user, post: 1822997, member: 16581"] Well I think karma idea has some merit; I would add to it compounding interest. After the event is fulfilled, the extra "time-debt" accrued from the compounded interest will gradually dissipate. If I understand your concept of it correctly, this would solve a couple problems: 1. It gives incentive for players who call in favors to pay them back as soon as possible to avoid accuring compounding interest, so you don't have a lot of dangling plot/time lines. 2. It prevents players from abusing the timeline, as the more negative karma you accrue, the harder it becomes to do anything else with the timeline and may eventually cause your own erasure. For example, you could call in a favor for a +5 greatsword at level one, but this would cause a large amount of "time-debt." Since the principle amount of karma is high, the interest is going to accrue quickly. Until you are able to give your former self the +5 sword, you're going to gain more negative karma. This can start off with something minorly annoying, such as a headache, progress through something like -2 to all skill checks, gradually evolving into sometime turning incorporeal when you try to do something (like you go through a door instead of opening it, or your sword goes through your opponent), and eventually causing you to lose all cohesion (ie you die) as the timeline repairs itself by simply completely wiping your existance away. As a result of this, you can't be ressurected (since you never were alive) and all people forget that you exist (it's been a while but I believe this is similar to using balefire the Wheel of Time series?). I think that this would be preferable to having the world unravel. (Really, imo, no player should be that powerful. You do not unravel the universe -- the universe unravels you.) 3. Players would be careful about what they chose to do. Instead of simply taking the simple approach, "Let's cast a fireball" maybe they try something more subtle since it will acrrue less negative karma and less of a time-debt. Of course this may be hard to adjudicate, but if done right can be pretty cool. I think the biggest danger will come in the form that players think they are invincible because their future selves can get them out of any problem. For some players this might not be a problem, but for other players, the lack of risk can be a turnoff. Something I would definately tell the party is something along the lines of, "Yeah well it's nice when your future selves bail you out, but remember that if you die, you're future selves won't exist to help you," and let them think about that for a while. Just my 2cp [/QUOTE]
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