This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

What have you folks done with Time Travel?

Started by TonyLB, October 09, 2007, 03:13:10 PM

Previous topic - Next topic

Serious Paul

Nothing. My players have expressed zero interest in it.

droog

I've never used time travel in a game myself, but my friend Colin ran the ultimate GURPS campaign: Time-Travelling Martial Artists (in which I played a Greek Pankratiast). He gave his GURPS books a good workout with that one.
The past lives on in your front room
The poor still weak the rich still rule
History lives in the books at home
The books at home

Gang of Four
[/size]

Dr Rotwang!

Frankly, I'm too lazy to work out the logic.

ADMISSION COMPLETE
Dr Rotwang!
...never blogs faster than he can see.
FONZITUDE RATING: 1985
[/font]

dar

I've used time travel to come back to this forum from the future... whew... man if only I could show you... I mean after Dr. Rotwang! became a mod and all... things got REALLY --weird-- and cool. But I've come back to a more settled time before he became a mod... to warn you all.

oops.

edit: kissing ass in my own special way.

Silverlion

I've run Timemaster, and enjoyed Timetravel and paradox in other games. Albeit I like it less than other methods/means of gaming--it always seems like a cop out if it changes things messed up in the world/setting to me. Better to make a bright future from the now.

Albeit, I was working on a swine-laden game (not really an RPG, more a social situation game)


Here is all I've got so far

No Regrets:
A game of time travel consequences.


You've been given a mysterious gift--a silver ring marked with a strange hourglass symbol, and a card that says "Do you remember?" followed by a date in the past, the date of your deepest regret.

As you recall details of that moment, the ring which fits your finger perfectly flashes and you find yourself back in the past--a short time before that moment where the choices will be made that leads to your regret. It could
be days or hours, but now you can change it--and suffer the consequences that fall out if you do.

No Regrets is not a role-playing game, although you assume the role of a person with a deep regret, and your friends
who join you at the table assume the supporting cast for that session. 2 or more people can play No regrets. The only requirement for choosing your role's regret is that the time before it happens must involve a number
of people equal to the other players at the table--each one taking on a role of rivals, foils, friends, relatives, or loved ones who are involved in.


To start everyone at the table writes down a name, and description of a fictional character (as he or she would be now) and their regret in as much detail as possible. They also should pick three relationships important to them in the now and detail those out.

Then once the regret is shared with everyone at the table, the other players fashion temporary characters who act as friends/foils/allies rivals who will participate in the moments leading up to the regret. However, history tends to stay the course so these characters goal is to make sure that things unfold as they must. They do so by evoking promises the character has made, and reminding them of opinions they've expressed in the past about various situations. In other words they establish facts about the character whose trying to change his own past. "You promised me you would take me to the Homecoming dance", "You told me you hated him with the strength of a thousand suns.." these facts should encourage the lead to follow through on history as it was--any fact they dispute, by trying to change  or go back on their word, creates fall out. This fall out is awarded when they act "out of character" for the historical self, and is represented by a poker chip or other marker.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Napftor

In nearly every campaign I've run, there's been an adventure or two dealing with time travel.  Usually, it's an accident of some kind which magically takes the PCs into the past/future/alternate timeline.  Sometimes these excursions are as fun "what if" scenarios where the PCs can see their surroundings and people (and themselves!) in a different light.  More often than not, any trip to the future is a worst case scenario type of adventure--here's what will happen if your current goal is not accomplished! :eek:

In fact, I enjoy time travel so much that I decided just to write a supplement for d20 called Temporality.  Perhaps you've heard of it? :raise: