Young Bard he/him Posted March 26, 2016 Report Share Posted March 26, 2016 So, I'm thinking of becoming GM to a Time Travel RP for 6+ people, because there clearly aren't enough of them at the moment. In terms of rules/limitations to worldbuilding, I'm hoping to set out a '3 laws' rule to govern time travel, but I'm open to suggestion as to what they would be. Currently I have: 1. Time Travellers all pass through the Universal Meridian, the place that connects all times. - Meaning: To get from 1300 AD to 2016 AD, you pass through the 'Universal Meridian'. I might go into this a bit more when I work it out, but I'm open to suggestion. 2. All time travellers exchange equivalent matter with the time they travel into. - Meaning: Time Travellers is no longer a visit so much as an exchange. You will automatically be swapped in for whichever person is most like you physically in that time (which can make things quite awkward). Luckily for the person who's just been wrenched out of their lives, they're now in an era where it's easy to travel back. Except of course, another person (possibly the person that started the whole thing in the first place) will be wrenched to that time when the second person goes back. Also, if you travel into a time you've been before... you are most like yourself, so you will automatically replace yourself in that time. Complicated, much? 3. Something which prevents people from exploiting the major paradoxes. --- Also, if any of you are in favour of creating an alt. history based on the time travel laws, I am very much in support of the idea. Link to comment Share on other sites More sharing options...
Unodus he/him Posted March 26, 2016 Report Share Posted March 26, 2016 (edited) This sounds awesome! Where do I sign? Some thoughts though, Is the Miridian inside or outside of time? (not sure if that makes a difference .x.) How would you get there? When you say matter, can it be any physical matter? Because the obvious flaw in that is you burn the matter to timehop, and then when you're done just timehop back to before you timehopped so the matter is never used... (What about using a system where each person has a limited amount of time jumps that cannot be regained? (Similar to "The Girl Who Leapt Through Time") Then you could end the game once everyone has run out of time jumps.) When it comes to time paradoxes, why not use something similar to forgery? Specifically, your actions don't affect history until your next timehop- and if you create a contradiction the miridian simply spits you back out and all actions you took during that hop are negated? Just some thoughts :V Edited March 26, 2016 by Unodus Link to comment Share on other sites More sharing options...
Young Bard he/him Posted March 28, 2016 Author Report Share Posted March 28, 2016 (edited) I think that the Meridian would be outside of time as we know it, but it's quite possible that it's governed by it's own laws of physics. Whether we want to make rules for it or leave it up to handwavium is everybody's choice I guess. A limited number of timehops is possible, but I'm sort of against the idea. Maybe this, but with a slow recharge (e.g. no more than 1 hop in 24 hours in-game) Forgery - it's possible, but it all depends on whether you believe in the Butterfly Effect. If you do, then basically anything you do would count as 'too big a change'. Edited March 28, 2016 by The Young Bard Link to comment Share on other sites More sharing options...
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