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Using time travel as an in-game tool
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<blockquote data-quote="RangerWickett" data-source="post: 1824171" data-attributes="member: 63"><p>The only way this could work with a villain is if the villain time travels too. He can make sure his identity remains hidden, and he can undo events that would ruin his plans.</p><p></p><p>You could use an approach from the video game Chrono Trigger. Time streams run parallel, and there are distinct eras that don't overlap. What constitutes a time stream varies for each traveler, but if I were to use my campaign, it might look like this:</p><p></p><p>Timestream One: Prehistory. Powerful entities rule a world that is barely formed, where planes overlap.</p><p></p><p>Timestream Two: Ancient History as heroes are trying to find gods to protect the world from demons.</p><p></p><p>Timestream Three: Old History when a demon tricks nations to go to war, which results in a warlord conquering the world.</p><p></p><p>Timestream Four: Recent History, when the warlord died and people fought to seize lands of their own, with magical doomsday devices being trotted out.</p><p></p><p>Timestream Five: The Present. The plane of Time has been disrupted, and the plane of Spirits is fractured as the dead from different eras interact.</p><p></p><p>Timestream Six: Far Future One. After a long dark ages, nations are finally beginning to emerge. The PCs from the present are like, what? Dark Ages? Crap.</p><p></p><p>Timestream Seven: Far Future Two. The Renaissance begins, and people begin to discover all the ancient secrets of the world, unearthing an immortal evil.</p><p></p><p>Timestream Eight: Far Future Three. That ancient immortal evil has been defeated, but nations are at war, one nation possessing strange metal warships.</p><p></p><p>Timestream Nine: The End of Time. A group of villains are trying to resurrect a fallen god, but to do so they must revive an ancient creature that died to create the world. Only the main villain in charge of the operation knows that to do so, they must undo time, and try to rewrite it. Only this plane will be rewritten, so they intend to hide on an adjacent plane.</p><p></p><p> </p><p>Now, in each of the nine era, events move forward at their own pace. Once you visit an era, you can never go back to an earlier time of that era. This of course raises the question of how the PCs are influencing themselves. Well, the only possibility is that they make it to the end of time, and are able to rewrite bits of history. It's okay if the party doesn't solve the problem right away, because if they screw up and die, well, the whole world will be torn to pieces by the villain.</p><p></p><p>One key thing here, though, is that some things <em>can</em> exist independently of time. If a creature is truly immortal, it can travel back in time to become its earlier self. Matter traveling through time is not the issue, since everything balances out in the end. What is the problem is information. </p><p></p><p>Unlike matter, knowledge can be created easily, but it is very hard to destroy. Thus, information can only be gained from another time if you forget something from your current time.</p><p></p><p>Each character needs to write up a list of about twenty important things they know, of who they are and where they're from. Rate them in three levels of importance - 10 trivial, 7 important, 3 vital. When they want to know something, they have to trade away something else of equal value. If they go beyond this limit, they forget the last thing, which is who they are. And then, unable to help themselves, they become undone.</p><p></p><p>And of course, the climax of the campaign is dependent upon a character willingly letting himself be undone so he can save everyone else.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1824171, member: 63"] The only way this could work with a villain is if the villain time travels too. He can make sure his identity remains hidden, and he can undo events that would ruin his plans. You could use an approach from the video game Chrono Trigger. Time streams run parallel, and there are distinct eras that don't overlap. What constitutes a time stream varies for each traveler, but if I were to use my campaign, it might look like this: Timestream One: Prehistory. Powerful entities rule a world that is barely formed, where planes overlap. Timestream Two: Ancient History as heroes are trying to find gods to protect the world from demons. Timestream Three: Old History when a demon tricks nations to go to war, which results in a warlord conquering the world. Timestream Four: Recent History, when the warlord died and people fought to seize lands of their own, with magical doomsday devices being trotted out. Timestream Five: The Present. The plane of Time has been disrupted, and the plane of Spirits is fractured as the dead from different eras interact. Timestream Six: Far Future One. After a long dark ages, nations are finally beginning to emerge. The PCs from the present are like, what? Dark Ages? Crap. Timestream Seven: Far Future Two. The Renaissance begins, and people begin to discover all the ancient secrets of the world, unearthing an immortal evil. Timestream Eight: Far Future Three. That ancient immortal evil has been defeated, but nations are at war, one nation possessing strange metal warships. Timestream Nine: The End of Time. A group of villains are trying to resurrect a fallen god, but to do so they must revive an ancient creature that died to create the world. Only the main villain in charge of the operation knows that to do so, they must undo time, and try to rewrite it. Only this plane will be rewritten, so they intend to hide on an adjacent plane. Now, in each of the nine era, events move forward at their own pace. Once you visit an era, you can never go back to an earlier time of that era. This of course raises the question of how the PCs are influencing themselves. Well, the only possibility is that they make it to the end of time, and are able to rewrite bits of history. It's okay if the party doesn't solve the problem right away, because if they screw up and die, well, the whole world will be torn to pieces by the villain. One key thing here, though, is that some things [i]can[/i] exist independently of time. If a creature is truly immortal, it can travel back in time to become its earlier self. Matter traveling through time is not the issue, since everything balances out in the end. What is the problem is information. Unlike matter, knowledge can be created easily, but it is very hard to destroy. Thus, information can only be gained from another time if you forget something from your current time. Each character needs to write up a list of about twenty important things they know, of who they are and where they're from. Rate them in three levels of importance - 10 trivial, 7 important, 3 vital. When they want to know something, they have to trade away something else of equal value. If they go beyond this limit, they forget the last thing, which is who they are. And then, unable to help themselves, they become undone. And of course, the climax of the campaign is dependent upon a character willingly letting himself be undone so he can save everyone else. [/QUOTE]
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