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Time Travel?

Started by GrumpyReviews, March 21, 2013, 11:29:36 AM

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GrumpyReviews

Have you ever used time travel in a game? How did it go? What are your thoughts on the subject?
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Bill

I have only used it once, in a dnd game.

The characters were using a magic portal that went haywire and sent them to the correct location but many years earlier.

They met one pc's grandfather when he was a young adult, and they met one of wizard villains before he became a lich.

It worked out well, because both npc's were good, and helful to the pc's.

When they returned to the correct time, their enemies (Grandpa and The Lich) were still villains they had to deal with, but had a more human face from meeting them in the past.

Some players actually considered trying to redeem them.

flyingcircus

I've used it several times in Star Trek, usually to correct or keep someone from screwing with the time line, always worked out in the end.

Did it a few times in a Supers game, sending players back in time to stop a villain from giving the Nazi's the tech needed to put Nukes on the V2 rockets once, it was pretty fun and another one was to keep a villain from preventing the assassination of JFK, which would screw up the time line, that one they nearly messed up because they kinda wanted to let JFK live.
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Bobloblah

I've used it a number of times in different ways, virtually all in various supers games. It can be very tricky because of many peoples' (read: geeks') ingrained ideas about how it (i.e. the consequences of time travel) should work.

One of the more clever uses of it that I've seen recently was in an ICONS module from AdInfinitum (new publisher of the game) called the RetConQuest. It starts the heroes in an alternate timeline where they have been prevented from becoming their heroic selves. I intend to use it the next time I start a group with ICONS.
Best,
Bobloblah

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flyingmice

I used it in my parallel times Blood Games II campaign. The PCs in the current day were descendants of the PCs in the previous time - 200X and 168X respectively. They were working against the same immortal Wizard, and were reading the memoirs of their antecedents simultaneously with countering the Wizard's moves. The act of reading the book triggered them living out the situation they were reading about. At one point, they exchanged places in time as a result of the Wizard's magic, in London. Both dealt with the situation in interesting ways, and they each eventually returned to their respective times - each party less one member who elected to stay temporally transported - and effected the final defeat of the Wizard. A truly classic campaign! My players loved it. :D

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Tolknor

I've used time travel a lot over the years.  It was generally done to interfere with events and almost always worked out badly for the player who resorted to it.
Tolknor

Luck, is just a construct, Mr Riess

rway218

I was in a time travel game in college.  2e characters sent to a future time (practically present day) with a good DM who described modern items in ancient terms.  Even lost our Kinder to a "run-a-way carriage made of iron" when he tried to save it, and the woman inside.  It only really worked because of a good DM and players who played and stayed in character for the game.

RPGPundit

All the time. Most recently in my Golden Age game, both in the form of the villainous Per Degaton and in a guest appearance by the Legion of Superheroes.
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Yes especially in games like TimeMaster...... which is about timetravel of course.

I have also used flashbacks extensively in Amber as a foreshadowing device
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soltakss

Quote from: GrumpyReviews;638944Have you ever used time travel in a game? How did it go? What are your thoughts on the subject?

Don't go there. Or, if you do, don't let the PCs interact with their future selves. Or if you do, then use Bill and Ted logic.

If you have an immutable future, which uses the PCs, then you force the PCs into those events, otherwise you have a paradox.

If you allow paradoxes as part of time travel then all bets are off and it's a hoot.

You have to think of why people can't do certain things, though.

For example, the diamond paradox. I know where a diamond is, so I travel back 10 minutes and take it. Then I travel back 10 minutes earlier and take it again, and again, and again. Since I have already taken the diamond, I can't "untake" it as this event has appeared in my personal timeline, so I end up with hundreds of identical diamonds. The obvious answer is that taking the second diamond means the first one disappears, which means that someone could travel back before you did something, make it so you couldn't have done it and make your events disappear.

It's truly horrendous for a GM.
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Tolknor

I can't remember what the name of the game it was.  Timelord, time something...

The basis of the game was that you were playing yourself and you went into the past for various reasons.

One of the things was that if you took something anachronistic into the past you paid more points to have it.  the more anachronistic the more points.  So a .45 auto was expensive to take to Rome.  Tasers were very hard to take to the Crusades.   But, a fine sword made with modern materials looked like any other sword and only cost a few points.  

The glitch rule was that if the person HAD the item he wanted to take with him, on him at the game, he paid no points for it.  It said this specifically in the game. They gave examples of swords, body armor, and such.

Not my players.

So the first session i ran the 12 players showed up armed for Armageddon.  Fire arms.  laser sights.  a friggin handgranade.  I walked into the back of the game store ready to play and the room looked like madmax gone wild.. I was caught between laughing and howling.  I told the dorks to go directly to their vehicles and divest themselves before the Pasadena police raided the place.

I took a big black marker across that rule in the rule book.
Tolknor

Luck, is just a construct, Mr Riess

Piestrio

Quote from: soltakss;639433Don't go there. Or, if you do, don't let the PCs interact with their future selves. Or if you do, then use Bill and Ted logic.

If you have an immutable future, which uses the PCs, then you force the PCs into those events, otherwise you have a paradox.

If you allow paradoxes as part of time travel then all bets are off and it's a hoot.

You have to think of why people can't do certain things, though.

For example, the diamond paradox. I know where a diamond is, so I travel back 10 minutes and take it. Then I travel back 10 minutes earlier and take it again, and again, and again. Since I have already taken the diamond, I can't "untake" it as this event has appeared in my personal timeline, so I end up with hundreds of identical diamonds. The obvious answer is that taking the second diamond means the first one disappears, which means that someone could travel back before you did something, make it so you couldn't have done it and make your events disappear.

It's truly horrendous for a GM.

I prefer the Looper approach: https://www.youtube.com/watch?v=GbuXmXDw-T8

It works the way it does, best not to talk about it. :p
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The Yann Waters

Quote from: soltakss;639433Don't go there. Or, if you do, don't let the PCs interact with their future selves. Or if you do, then use Bill and Ted logic.
I like the "Celestial Time" approach in Nobilis: the PCs as well as the other miraculous beings are unique in all of time and space, always existing in a single location on a higher timeline which, unlike the constantly changing mundane history, cannot be tampered with at all. This doesn't prevent, for example, Nobles from killing their past mortal selves from a time before they became miraculous, which potentially allows for staging your own death without any ill effects in the present. In an old campaign of mine, that's what JFK did.
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Bobloblah

Quote from: soltakss;639433Blah, blah, blah
Players like you are the problem with time travel.
:p

Quote from: Piestrio;639461I prefer the Looper approach: https://www.youtube.com/watch?v=GbuXmXDw-T8

It works the way it does, best not to talk about it. :p
Such a good movie...and completely the right approach to dealing with it in game.
Best,
Bobloblah

Asking questions about the fictional game space and receiving feedback that directly guides the flow of play IS the game. - Exploderwizard

soltakss

So, I'm a player in a time travel game which uses Looper-style rules.

Spoiler


Do I suddenly take damage to my leg for no reason? Not particularly fair.

So, the causal event must be played out. That might involve going back to a previous version of the PC, maybe before it was rolled up. So, I now have to play a scene where my PC as a child is attacked by a group of time-travelling gangsters. Aside from that being morally unsettling, I need to write up a new version of the character sheet for the child and play through a scene that could well be very unbalanced. I'm not saying that this is a good thing or a bad thing, just that it is difficult.

If I played a gangster who wanted somebody dead, then I would send several groups back in time at the same time to attack that person at different stages of his life, or even better kill his parents before he is born. How would you roleplay that? Would you play the parents? It could get a bit repetitive, in my opinion. It also means that you could constantly be dragged into other scenes, again not a good or bad thing, but something that might not appeal to everybody.
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