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*TTRPGs General
Using time travel as an in-game tool
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<blockquote data-quote="Creamsteak" data-source="post: 1824488" data-attributes="member: 552"><p>Yeah, that's why I'm hoping that some of the enworlders here can really throw some wrenches into the spokes. So I can try and prevent that from happening at the table.</p><p></p><p></p><p></p><p>Sounds like good stuff.</p><p></p><p></p><p></p><p>Thanks very much for the links.</p><p></p><p></p><p></p><p>I'm not sure about how you would monitor events. I know that the basic element will be that time travel is made possible by <em>something</em>. That same thing should be able to show changes based on how things are going. Perhaps, when things start to get screwed up, it maybe starts to suffer visual changes like color, cracks, or such. I could use some ideas in this direction though.</p><p></p><p></p><p></p><p>I'm thinking of using intuition and puzzle-solving problems. For instance, as in one of my examples above, if they found the same magic item twice (the exact same item, one from the future and one that they naturally came across), they would learn this through an identify spell. Thus, forcing them to solve which item is the "new" one and which is the "old" one. Perhaps it's simple (such as a partially used wand), or vastly more complex.</p><p></p><p>Now, when they actually try to call for help from there future selves, they will KNOW that they need to answer that call when it comes in. That should be the easiest sort of problems to solve. But it won't necessarily be convenient.</p><p></p><p></p><p></p><p>I know I don't want to "revert" time. Level progression and such should always continue normally. If they screw something up, they have to try and fix it. They could perhaps find that the timeline they exist in now is different from the one they started in, but for whatever reason I think the PCs need to be immune to these changes to at least a certain degree. However, they should still suffer concequences. There have been a bunch of ideas in this thread already with those though. Fading away, missing items, suddenly losing use of there arm, a party member being dead (which would be a great way to deal with a missing player on a particular game night, come to think of it. They have to change time so that the character doesn't die, and such).</p><p></p><p></p><p></p><p>I've explained that creating a paradox would force the player characters to have to remove that paradox. The same applies to the bad guys (if indeed there are bad guys with the power to manipulate time as well). Thus, these problems, when they crop up, would have to be resolved. I've made a number of references to "a magic item that comes up twice" which is the simplest form of paradox. Most others are variants of this. If you create a loop, you have to correct it. However, "if the loop never exists, then how would you correct it" will have to be thrown out.</p><p></p><p>Perhaps a rule of thumb that you can never "stack" paradoxes? That would probably be fairly requisite to prevent the problem of "ok, you fixed it, but now you have to fix it so that you go back and fix item" problems. Yes... I think that should be one rule of thumb.</p><p></p><p></p><p></p><p>I like my worms, damnit! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Creamsteak, post: 1824488, member: 552"] Yeah, that's why I'm hoping that some of the enworlders here can really throw some wrenches into the spokes. So I can try and prevent that from happening at the table. Sounds like good stuff. Thanks very much for the links. I'm not sure about how you would monitor events. I know that the basic element will be that time travel is made possible by [i]something[/i]. That same thing should be able to show changes based on how things are going. Perhaps, when things start to get screwed up, it maybe starts to suffer visual changes like color, cracks, or such. I could use some ideas in this direction though. I'm thinking of using intuition and puzzle-solving problems. For instance, as in one of my examples above, if they found the same magic item twice (the exact same item, one from the future and one that they naturally came across), they would learn this through an identify spell. Thus, forcing them to solve which item is the "new" one and which is the "old" one. Perhaps it's simple (such as a partially used wand), or vastly more complex. Now, when they actually try to call for help from there future selves, they will KNOW that they need to answer that call when it comes in. That should be the easiest sort of problems to solve. But it won't necessarily be convenient. I know I don't want to "revert" time. Level progression and such should always continue normally. If they screw something up, they have to try and fix it. They could perhaps find that the timeline they exist in now is different from the one they started in, but for whatever reason I think the PCs need to be immune to these changes to at least a certain degree. However, they should still suffer concequences. There have been a bunch of ideas in this thread already with those though. Fading away, missing items, suddenly losing use of there arm, a party member being dead (which would be a great way to deal with a missing player on a particular game night, come to think of it. They have to change time so that the character doesn't die, and such). I've explained that creating a paradox would force the player characters to have to remove that paradox. The same applies to the bad guys (if indeed there are bad guys with the power to manipulate time as well). Thus, these problems, when they crop up, would have to be resolved. I've made a number of references to "a magic item that comes up twice" which is the simplest form of paradox. Most others are variants of this. If you create a loop, you have to correct it. However, "if the loop never exists, then how would you correct it" will have to be thrown out. Perhaps a rule of thumb that you can never "stack" paradoxes? That would probably be fairly requisite to prevent the problem of "ok, you fixed it, but now you have to fix it so that you go back and fix item" problems. Yes... I think that should be one rule of thumb. I like my worms, damnit! ;) [/QUOTE]
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