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DFRPG / Re: Comments thread for "The Laws of Magic: Part 7 of 8"
« on: August 31, 2007, 04:34:22 PM »
This law really excites me. I am currently playing a game that revolves around time travel. Due to some quirky antics of a "chronomancer", the characters have been charged with putting a stop to the whole fiasco (the chronomancer asked us to assasinate him before he invents the time machine).
One thing that I find disapointing about our game is the lack of paradoxes. The GM has decided to ignore certain potential paradoxes, but this has become necessary for the game to flow. By this point, I have received tools, which I have then prevented myself from gathering later in the game, but still have the tools. Basically, the GM has said he is ignoring paradoxes that are inconvenient.
One of the difficulties in the game has been judging what effects the GM will put into play, and which he feels he has to ignore. This is compounded by the fact that two of the players have a studied understanding of theoretic time travel and time communication. Often there are disapointed looks on players faces when they realize how the GM is handling the effects of a situation.
On the other hand, he has done a brilliant job of having the things we do in the past cause effects on our future. Several species are extinct (we did some hunting in the Pleioscene era), WWII had a different outcome (our magic user took offence to and flattened a concentration camp), and our nemesis in the game (a character invented on the spot because one of the players was being a little cocky) is King of the world in the future.
A time travel adventure can be a lot of fun, but difficult to manage. I agree that players should really talk that through with one another before someone just up and starts hopping through time. Having said that, if the GM is prepared for it and has some idea of how he is going to deal with potential problems that arise, it can be a lot of fun.
One thing that I find disapointing about our game is the lack of paradoxes. The GM has decided to ignore certain potential paradoxes, but this has become necessary for the game to flow. By this point, I have received tools, which I have then prevented myself from gathering later in the game, but still have the tools. Basically, the GM has said he is ignoring paradoxes that are inconvenient.
One of the difficulties in the game has been judging what effects the GM will put into play, and which he feels he has to ignore. This is compounded by the fact that two of the players have a studied understanding of theoretic time travel and time communication. Often there are disapointed looks on players faces when they realize how the GM is handling the effects of a situation.
On the other hand, he has done a brilliant job of having the things we do in the past cause effects on our future. Several species are extinct (we did some hunting in the Pleioscene era), WWII had a different outcome (our magic user took offence to and flattened a concentration camp), and our nemesis in the game (a character invented on the spot because one of the players was being a little cocky) is King of the world in the future.
A time travel adventure can be a lot of fun, but difficult to manage. I agree that players should really talk that through with one another before someone just up and starts hopping through time. Having said that, if the GM is prepared for it and has some idea of how he is going to deal with potential problems that arise, it can be a lot of fun.