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General Tabletop Discussion
*TTRPGs General
Using time travel as an in-game tool
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<blockquote data-quote="Chaldfont" data-source="post: 1824006" data-attributes="member: 1472"><p>This might be a good thing to read: <a href="http://en.wikipedia.org/wiki/Time_travel" target="_blank">http://en.wikipedia.org/wiki/Time_travel</a>. It outlines many different ways fiction has dealt with time travel. I especially like 1.2 or 2.1 universes (scroll down the wikipedia entry to see what I mean).</p><p></p><p>You could drive the PCs nuts forcing their future-selves to fulfill past-self requests. Don't the future-selves have better things to do than travel back in time and kill kobolds for the past-selves? Conflicting priorities would be fun to play with: "We have to kill the beholder that threatens to destroy the kingdom but we REALLY have to go back in time to make sure we survive the orc invasion 10 years ago! If we don't, we will cease to exist!"</p><p></p><p>Another way of introducing time travel would be to do it at a smaller scale. Use the video game concept of saved games. Give each PC a limited number of Time Orbs that, when crushed, erase the last x hours/minutes/rounds. This could be really fun in a combat: Crush a time orb to "do over" the last 1d4 rounds. Use one on round 6 to undo the savage coup de grace suffered by the held fighter--but wait--now we have to redo round 4 when the wizard got lucky on his fireball and rolled high damage!</p><p></p><p>Here's another idea: the future-PCs have returned to stop, by all means necessary, the present-PCs from making a dire mistake. Don't reveal the identity of the enemies until it's almost too late ("Crap! I disintegrated myself!")</p><p></p><p>Play the campaign backwards. Start the PCs at 15th level and work back through time and levels.</p><p></p><p>Man, now I want to play a time travel campaign!</p></blockquote><p></p>
[QUOTE="Chaldfont, post: 1824006, member: 1472"] This might be a good thing to read: [url]http://en.wikipedia.org/wiki/Time_travel[/url]. It outlines many different ways fiction has dealt with time travel. I especially like 1.2 or 2.1 universes (scroll down the wikipedia entry to see what I mean). You could drive the PCs nuts forcing their future-selves to fulfill past-self requests. Don't the future-selves have better things to do than travel back in time and kill kobolds for the past-selves? Conflicting priorities would be fun to play with: "We have to kill the beholder that threatens to destroy the kingdom but we REALLY have to go back in time to make sure we survive the orc invasion 10 years ago! If we don't, we will cease to exist!" Another way of introducing time travel would be to do it at a smaller scale. Use the video game concept of saved games. Give each PC a limited number of Time Orbs that, when crushed, erase the last x hours/minutes/rounds. This could be really fun in a combat: Crush a time orb to "do over" the last 1d4 rounds. Use one on round 6 to undo the savage coup de grace suffered by the held fighter--but wait--now we have to redo round 4 when the wizard got lucky on his fireball and rolled high damage! Here's another idea: the future-PCs have returned to stop, by all means necessary, the present-PCs from making a dire mistake. Don't reveal the identity of the enemies until it's almost too late ("Crap! I disintegrated myself!") Play the campaign backwards. Start the PCs at 15th level and work back through time and levels. Man, now I want to play a time travel campaign! [/QUOTE]
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