There's two "styles" of time travel story. One in which the past (or the future) is a "place of adventure" -- you "go there" have adventures and then move on. It plays to the tourism aspect of gaming and can be great fun, but the players and characters do get rather callous sometimes about the extras inhabiting the backlot of history.
The second is to foreground the time travel itself, creating plots which depend on past-future entanglement, paradoxes, etc. The characters and NPCs get much more involved -- but the Gamemaster risks having his skull explode from trying to keep it all straight.
I've run a type 1, but haven't really dared to try type 2.
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Date: 2009-03-08 03:25 pm (UTC)The second is to foreground the time travel itself, creating plots which depend on past-future entanglement, paradoxes, etc. The characters and NPCs get much more involved -- but the Gamemaster risks having his skull explode from trying to keep it all straight.
I've run a type 1, but haven't really dared to try type 2.
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