far-trader
SOC-14 10K
Originally posted by far-trader:
That said, as a time-traveller (stuck in forward at 1 to 1 for the moment), I doubt I'd use it in a game. Using time travel as a story element is fraught with pitfalls. It is rarely done well, perhaps because those who attempt to use it (the literary device) are not well versed in the mechanics of time. I'd say at the least think it out very carefully, then think like a player given the ability and you should find at least one very good reason to not do it, or make it a one way trip for the player(s).
Your players are very different from mine then. They don't want to be told what they can and can't do and I don't like to GM that way either. They are more likely to accidentally trigger a chain of events that could lead to serious consequences if they time travelled in the sense of a single mutable time line. I can almost guarantee they will try to find an advantage in such a situation. Simple (as if such is possible in a few sentences) example: You travel a few years into the past. An enterprising young man has just announced an IPO for a little company called MicroSoft. Tell me you wouldn't buy all you could and address it to you in the future. Oh Oh. Paradox?! If you got rich before you came here, why did you come here, or was it to buy into MS? If you weren't rich is it because you didn't have the stock or because Mr. Gates little venture flopped? I could go on, but won't.Originally posted by Tom Kalbfus:
Oh why not? Is time travel all about creating paradoxes and killing your grandfather? That stuff gets old really fast. You simply disallow paradoxes from occuring. Just say, "Sorry your character can't do that, it is inconsistent with your characters history and existance, or if you accomplished this you would have no reason to under take this mission."
In one thing we agree, paradoxes are a bore. My solution is (imo) elegant in simplicity. Time travel is possible.
Imagine time as a current. It flows in one direction (forward) at a generally fixed rate (subject to certain affects such as massive gravity, i.e. blackholes). We can only experience time as a point event, the present. We can only record the past and imagine the future. Now the key to time travel is there are more than one time stream, many more than one, in fact there are an infinite number.
To travel forward in time at the normal rate in our current stream requires nothing, and some find this kind of boring

If you wish to travel into the future you need to accelerate yourself and that is easy enough and will almost certainly keep you in the same time stream, so you can for example invest in some sure security and cash in when you get to the future.
With a little more energy, or a lot if its a quantum effect, you can move sideways out of your own time stream into another. The lower the energy the closer to your stream you end up and the more similar the universe will remain. The easiest way to move sideways is to move forward and use that energy to ease the transition across the current. Of course that also moves you into the future.
Hopping laterally across the current will be more difficult, in fact to move exactly sideways will require countering the normal forward flow of the time current.
Finally to move backwards in time will require the most energy, fighting the current all the way. To move directly into the past in the same time stream would require a nearly infinte amount of energy, but by 'tacking' across the current you can use the energy of the current and move into the past of a near alternate stream. If you can figure out the navigation you might be able to make multiple tacks and end up in the past of your original time stream.
Now paradoxes don't happen because your very presence in the past, even your own past time stream, affect the eddies and current and in no time (literally and pun intended) you are in a newly spawned time stream.
That's the rough idea anyway, worked out when I've had an itch to dabble in a time travel game a few times, but never actually used. It may be workable but how much fun is it? Certainly no need for Time Cops, or Dr. Who going around fixing things cause nothing ever gets broke. Not a lot of point for the players that I see. Even historical research trips would have to be a quick drop in and take a snapshot before the new stream wanders too far from your own and invalidates the recording. Even with this I can see players taking something, say a forged antique into the past and dropping it in a secure place to get an authentic age for it, then going back to the future/present and collecting it to sell as genuine. Of course the energy and resources to do it would make such petty larceny a losing proposition, never mind the dangers. The H.G. Wells idea of a backroom tinkerer making a simple practically free and foolproof time machine makes a good story but isn't very realistic in Traveller (i.e. SciFantasy as opposed to SciFiction). Just my opinion of course and there's nobody can say playing Traveller as (more?) SciFantasy is wrong either.