The Dresden Files > DFRPG

Comments thread for "The Laws of Magic: Part 7 of 8"

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Bjorn74:
Robert Heinlein's Time Travel stories would be good references, especially "All You Zombies---".  He played with paradoxes and the idea of a Time Corps to fix things gone awry.

Kristine:
I wonder if the Gatekeeper acts as a Time cop per se?

DrygonDM:
I see a lot of GMs simply ignoring this Law.

Or enforcing it harshly:
- Warden Traps tipped off by the Gatekeeper
- The PCs age very rapidly when in an Alternate Time Zone: 1 hour there = 1 year older.
- PCs trapped in Alternate Timeline - Permanently.
- PCs trapped in Time Loop
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For those that have read DC's Crisis On Infinite Earths - try and imagine if there had not been a Monitor to tell everyone what the Threat was, and which "Earth" any given Hero was from?

Some Heroes - Like Superman - would not have cared, and would have worked side-by-side with each other to try and figure out how to end the threat.  ;D

Some would simply ignore and avoid the other alternate selves, unless absolutely needed - Like Batman.  8)

Others would have most likely ended up fighting each other, if not shown a greater threat immediately - I could name names, but that list is a little long....  :o

And consider this, all the DC Villians would have still worked together to get ride of all the Heroes, and then fought each other as to who got to be The Villian King of the Mountain.
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Properly handled, and with the help of the Players, this could be closer to the Back To The Future movies.

It is difficult to pull off - especially since the GM has to pre-plan for as many Alternate Outcomes as possible in advance. The GM also needs to have ways for the Players to figure out how their Characters are to fix what went wrong, then go back and try and fix it, while dealing with Old Baddies (and maybe New Baddies and/or Time Traveling Baddies) and at the same time always avoiding their Past Selves!

And in the meantime, their Character is "M.I.A." in the "Current Timeline" - and the Wardens are going to be very interested in where you have been while you were "away"....

the neurovore of Zur-En-Aargh:
If you really wanted to play a campaign with time travel, the various ways it could work and consequences thereof have been done in more impressive depth and detail in the GURPS Time Travel book by John M. Ford than anywhere else I've seen,

harleshade:
Time travel is a very tricky thing and that is why the Council is so harsh on it. I mean even the gatekeeper only hints at things and he is in a position that puts him outside the flow of time in it general understanding.

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