Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Using time travel as an in-game tool
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dreaddisease" data-source="post: 1824866" data-attributes="member: 3548"><p>Interesting,</p><p>One thing I would stay away from is the butterfly effect aspect of the whole situation. Don't go changing everything about the characters every time they have to step back in time. Allowing characters to flow through time should also allow for reality to be a open canvas. I would create a chart with an even number of positive and negative things that can happen (with some ease to adlib the history) and when something happens other than what needs to happen (such as the fireball example at the beginning) then roll. </p><p></p><p>Another thing to look at is the benefit of railroading your characters. If they are semi-aware of their doings in the past (i.e. traveling back to kill off the BBEG before they were born and then realize it was a CR10 monster when they are 6th level) can keep players on target. This may sound contradicting, but if the underlying story is good enough then characters may want to be railroaded for awhile. Maybe this item which travels through time is hard to control with a high failure rate and negative effects, but they come across many documents or events that help explain how to use the item. </p><p></p><p>I also see a great story line benefit. The characters can get all the benefit from time travel of their future characters. Abuse leads to strange effects (ripples in the current aspect of time) and in the future as they abuse their ability to time travel more ripples in time start to happen , including re-writing some of the history that they are familiar with. These ripples actually become reality and their is a whole group of aberrations that feed off the ripples. Unfortunately the party sees this problem too late and have to battle the aberrations, everything chaotic, and their own time travel blunders to reduce the ripples in time before something goes horribly wrong. </p><p></p><p>Imagine characters going into the future to see themselves more powerful and accidentally messing up a serious battle, by whatever ignorant low level characters do, and then in the future the characters have to deal with the situation. Beautiful. </p><p></p><p>Pull a reverse order story on them. They wake up with no knowledge of history or anything, at 14th to 15th level. Then they have to work backwards in time (going forward in short spurts) This will be very frustrating but if you have their mistakes that lead to the ultimate time ripple that causes them to loose history and then let them choose whether to make the same mistake again or any number of other option, then it can be interactive. Work your way back to 7th or 8th level to a penultimate choice. It gives an interesting perspective of playing as well as allowing min-maxers to create cool 15th level characters right at the beginning and then slowly take away their toys and abilities. muwhahahahahaha. If they do make good choices or learn from the whole picture then they can get their cool 15th level characters back and be able to create a history around that. </p><p></p><p>Just ideas. Its late and my brain is tired.</p></blockquote><p></p>
[QUOTE="Dreaddisease, post: 1824866, member: 3548"] Interesting, One thing I would stay away from is the butterfly effect aspect of the whole situation. Don't go changing everything about the characters every time they have to step back in time. Allowing characters to flow through time should also allow for reality to be a open canvas. I would create a chart with an even number of positive and negative things that can happen (with some ease to adlib the history) and when something happens other than what needs to happen (such as the fireball example at the beginning) then roll. Another thing to look at is the benefit of railroading your characters. If they are semi-aware of their doings in the past (i.e. traveling back to kill off the BBEG before they were born and then realize it was a CR10 monster when they are 6th level) can keep players on target. This may sound contradicting, but if the underlying story is good enough then characters may want to be railroaded for awhile. Maybe this item which travels through time is hard to control with a high failure rate and negative effects, but they come across many documents or events that help explain how to use the item. I also see a great story line benefit. The characters can get all the benefit from time travel of their future characters. Abuse leads to strange effects (ripples in the current aspect of time) and in the future as they abuse their ability to time travel more ripples in time start to happen , including re-writing some of the history that they are familiar with. These ripples actually become reality and their is a whole group of aberrations that feed off the ripples. Unfortunately the party sees this problem too late and have to battle the aberrations, everything chaotic, and their own time travel blunders to reduce the ripples in time before something goes horribly wrong. Imagine characters going into the future to see themselves more powerful and accidentally messing up a serious battle, by whatever ignorant low level characters do, and then in the future the characters have to deal with the situation. Beautiful. Pull a reverse order story on them. They wake up with no knowledge of history or anything, at 14th to 15th level. Then they have to work backwards in time (going forward in short spurts) This will be very frustrating but if you have their mistakes that lead to the ultimate time ripple that causes them to loose history and then let them choose whether to make the same mistake again or any number of other option, then it can be interactive. Work your way back to 7th or 8th level to a penultimate choice. It gives an interesting perspective of playing as well as allowing min-maxers to create cool 15th level characters right at the beginning and then slowly take away their toys and abilities. muwhahahahahaha. If they do make good choices or learn from the whole picture then they can get their cool 15th level characters back and be able to create a history around that. Just ideas. Its late and my brain is tired. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Using time travel as an in-game tool
Top