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General Tabletop Discussion
*TTRPGs General
Using time travel as an in-game tool
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<blockquote data-quote="Timeboxer" data-source="post: 1823669" data-attributes="member: 21471"><p>I must admit that the one thing that worries me about time travel is the entire Sound of Thunder situation -- you go back in time, kill a butterfly, and then far far in the future everything's changed.</p><p></p><p>So I think if I were to run a time travel-based game... hmm. I'd probably plunder the idea I've seen in several sci-fi short stories -- that time <em>does not</em> like to be changed, and tries to be static. (Like the Phoenix Gate in Gargoyles.) Perhaps, for instance, if you go back in time and attempt to fireball someone to death who needed to do something "important", another mage would "coincidentally" be there and counterspell you at that exact moment. You can go into the past or future and do all you like, but the timeline will converge toward the same essential history regardless of what you do, and paradoxes and so on are simply smoothed over.</p><p></p><p>So, in order to effect your will on time, you have to spend Temporal Karma Points or something -- which makes time a bit more pliable. The more points you spend, the bigger the potential change, and the farther-reaching the effect. And, most importantly, it makes what you do "stick". With the occasional artifact and so on, that should work out okay. (I'm also vaguely thinking about KP as a magical component, kind of like XP, to send your spell into the past or future.)</p><p></p><p>And if you ever shatter time completely, well, you can always have your heroes try to put it back together, a la Terry Pratchett's <em>Thief of Time</em>.</p></blockquote><p></p>
[QUOTE="Timeboxer, post: 1823669, member: 21471"] I must admit that the one thing that worries me about time travel is the entire Sound of Thunder situation -- you go back in time, kill a butterfly, and then far far in the future everything's changed. So I think if I were to run a time travel-based game... hmm. I'd probably plunder the idea I've seen in several sci-fi short stories -- that time [i]does not[/i] like to be changed, and tries to be static. (Like the Phoenix Gate in Gargoyles.) Perhaps, for instance, if you go back in time and attempt to fireball someone to death who needed to do something "important", another mage would "coincidentally" be there and counterspell you at that exact moment. You can go into the past or future and do all you like, but the timeline will converge toward the same essential history regardless of what you do, and paradoxes and so on are simply smoothed over. So, in order to effect your will on time, you have to spend Temporal Karma Points or something -- which makes time a bit more pliable. The more points you spend, the bigger the potential change, and the farther-reaching the effect. And, most importantly, it makes what you do "stick". With the occasional artifact and so on, that should work out okay. (I'm also vaguely thinking about KP as a magical component, kind of like XP, to send your spell into the past or future.) And if you ever shatter time completely, well, you can always have your heroes try to put it back together, a la Terry Pratchett's [i]Thief of Time[/i]. [/QUOTE]
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