ebook img

GURPS Classic: Time Travel PDF

130 Pages·1991·6.101 MB·English
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview GURPS Classic: Time Travel

flURPS' Adventures Across Dimensions and in the Past By Steve Jackson and John M. Ford Timeline research by Chris McCubbin Additional material by J.M. Caparula, Walter Milliken, David Pulver, Daniel U. Thibault and Dale F. Reding Edited by Loyd Blankenship Cover by John Zeleznik; Illustrated by Dan Frazier Additional illustrations by Michael Barrett, Timothy Bradstreet, Topper Helmers, Karl Martin, Doug Shuler and Dan Smith GURPS System Designby SteveJackson Loyd Blankenship, Managing Editor; Carl Anderson, Production Manager Page Layout and Typography by Monica Stephens; Productionby Carl Anderson and Manuel Garcia Printbuying by Andrew Hartsock Playtesters: PhilipBardaville, TimCarroll, LeeGraham, DavidGross, RobHenderson, StefanJones, StephenKaye, DavidLadyman, Jay Linnell, Roger Linnell, Scott McClureandfamily, ChrisMcCubbin, WalterMilliken, SteffanO'Sullivan, Greg Porter, JohnPost, Chris Repchik, BrettSlocum, Lowell Stouder, Daniel U. Thibault, TonyWinkler, RichardWuand theusersoftheIlluminatiBBS. Theauthorswouldlike tothumb theirnosesattheStopwatchagents who,foroverthreeyearsofourpersonaltime, havefrustrated ourattemptstofinish this book. It'sfinally done. So there. GURPS, IllumifUlti, Roleplayerandtheall-seeingpyramidareregisteredtrademarksofSteveJacksonGamesIncorporated. Allnamesofotherproducts publishedbySteveJacksonGamesIncorporatedareregisteredtrademarksortrademarksofSteveJacksonGamesIncorporated,orusedunderlicense. GURPSlimeTraveliscopyright© 1991 bySteveJacksonGamesIncorporated. Allrightsreserved. PrintedintheU.S.A. ISBN 1-55634-115-6 I 2 3 4 5 6 7 8 9 10 STEVE .JACKSON GAMES COITEITS INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . 4 Time TravelandSpace Travel ...............•. 43 AboutGURPS 4 Yesterdayfrpress . .. 43 About the Authors 5 CommunicationandObservation 44 Alternate Worlds in OtherCampaigns 5 Geometrodynamics 44 TheObserverEffect . . . . . . . . . . . . . . . . . . . . . . . . .. 45 1. THETIMETRAVEL CAMPAIGN ••••••.••• 6 DegreesofObservation, and Loopholes 46 MissionTypes 7 Oscillating Time 46 TheBad OldGoodOldDays 7 No Machines! 46 Magic in History 8 WorkingAroundthe ObserverEffect. . . . . . . . . . . .. 47 MissionControl 9 Parallel Worlds. . . . . . . . . . . . . . . . . . . . . . . . . .. 47 Time Travel in the Magical Campaign 9 4. THETIMECORPS .•....•...•••••••••••48 TheHardware Dilemmaand theSoftwareMismatch: or, Why theBiggestProblemIsn't So Big 10 Mechanics 49 ThroughtheRabbit-Hole 10 Time Travel Glossary . . . . . . . . . . . . . . . . . . . . . . . 49 AccidentalTransport 10 AgentSlang 49 Turning aHistorical Campaign Into Time Travel 10 GameMechanics 50 Gates 11 Crunch TimeandSlack Time . . . . . . . . . . . . . . . . .. 51 CrosstimeRecruitment: Horror 11 The Windows 51 Unstuck in Time 11 Eddiesand Uncenainty 51 SpaceTravel 13 TheEnemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 52 The Scam 13 TheHive 52 Things to Invent 13 OtherRealitiesand DoubledAgents . . . . . . . . . . . .. 53 Cross-TimeInventors 14 TimeAgents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 53 Raising LocalTech Levels 15 StopwatchAgents 53 Gadgeteering 15 FieldAgents . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 54 BlackPowder 15 DetectingInterventions . . . . . . . . . . . . . . . . . . . . . . .. 54 Duplicating StrangeGadgets 16 TimeAgentEquipment . . . . . . . . . . . . . . . . . . . . .. 54 OtherWeapons Technology 16 ChangingHistory 56 Medicine 16 Long-TermEffects 57 QuickGadgeteering 17 TypicalMission 58 Packingfor a Trip to thePast 17 VisitorsFrom TheFuture 58 OptionalRule: "Gizmo" Gadgets 19 Record-Keepingandthe ObserverEffect 58 OtherSources:A ShamelessPlug 19 The ObserverEffect vs. Changing History . . . . . . . .. 59 Gross Changes:A BadIdea -. . . . . . . .. 59 2. CHARACTERS. ••. . . •. . . . . •. . . •••••.. 20 Revival:MedicalHelp atABET . . . . . . . . . . . . . . .. 60 TypicalCharacterTypes 21 5. PSIONIC TIMETRAVEL •.•••••....•••.•61 Advantages, DisadvantagesandSkills 26 Advantages 27 PhysicalProjection 62 Disadvantages 27 The TimeDraft 62 Skills 28 Equipment ., . . . . . . . . . . . . . . . . . . . . . . . . . . .. 63 New Advantages 29 Retrogression:SpecialDifficulties 63 NewDisadvantages 33 Mental Projection 64 NewSkills 34 Past-TimeCharacters . . . . . . . . . . . . . . . . . . . . . .. 64 ThePlayersasThemselves 36 OtherPsiAbilities . . . . . . . . . . . . . . . . . . . . . . . .. 64 Re-Creating Historical Characters 36 DeathandReturn 65 FootnoteCharacters 36 Psi in OtherCampaigns .. . . . . . . . . . . . . . . . . . .. 65 "I Didn't Know YouWere Real!" 36 6. OTHER CAMPAIGNS •••••••...........66 Purely FictionalCharacters 37 In theCube. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 67 Ancestors 37 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 67 OriginalCharacters 37 Mechanics 67 StayinginPeriodCharacter 38 In the Cube: PhysicsandParadox 67 3.TEMPORALPHYSICS ••••••••. •••••••• 39 AdventuresinthePresent 67 ThePhysicalSetting . . . . . . . . . . . . . . . . . . . . . . . . . . 40 TheIlluminati . . . . . . . . . . . . . . . . . . . . . . . . . . .. 68 Changing thePast 40 Variations 69 TheLinearityPrinciple 40 Eternity's Rangers 69 Beacons 40 RanksandPromotion . . . . . . . . . . . . . . . . . . . . . .. 69 MessagesfromthePast 41 Discipline 70 Magical Time Travel 42 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 71 ParallelWorlds 43 Characters 71 TalkingTo Yourself .. , 43 CrosstimeSoldiers: Variationsona Theme 71 Contents -2- MechanicsofTravel 72 Infinity Development 99 Unifonns 72 MiracleWorkers 99 PortShanghai 72 TheInfinity Patrol .. . . . . . . . . . . . . . . . . . . . . . . . 99 EquipmentandMedicine 73 Enigma 99 Missions 74 DeadWorlds 99 Limitations 75 World.Jumpers 100 TheFree-Timers 75 PenetrationMissions 101 Rest and Recreation 76 The Worlds ThatBreak TheRules , 101 TheOrderofthe Hourglass . . . . . . . . . . . . . . . . . . . . . .76 OutsideOrganizations 102 Overview 76 TheUnited Nations 102 Carrying ItemstothePast 76 Governments , 102 Mechanics 77 Research Foundations . . . . . . . . . . . . . . . . . . . . .. 102 Equipment 78 Keepingthe Secret , 102 TheEnemyCircles 78 Corporations . . . . . . . . . . . . . . . . . . . . . . . . . . ., 103 PortalDimensions 78 Keeping theSecret: EraserDrug. . . . . . . . . . . . . .. 103 TheHoratioClub 79 CrosstimeColonies 104 But What's thePoint? 79 Centrum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 104 OtherScenario Hooks 81 Keeping theSecret: ExtremeMeasures 104 7. ALTERNATE WORLDS ..••••••.•..•..••83 Language 105 Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 105 TheInfiniteWorldsCampaign 84 Characters 105 Infinite Worlds Glossary 84 Keeping theSecret: Coventry , 105 Interview Questions 85 CrosstimeConflict . . . . . . . . . . . . . . . . . . . . . . .. 106 Policy 86 TimelineShifts: Changing "History" 106 An Infinity ofWorlds 87 EffectsofTampering With Echoes , 106 ClassesofAlternate Worlds 88 Results ofaTimelineShift , 107 Technology 89 TimeBeforeaShift. and Time toFinda TheParachronicViewer . . . . . . . . . . . . . . . . . . . . . .89 "Lost" Timeline 107 TheParachronic Projector 90 TimeTours, Ltd. (or, IfIt'sTuesday ThisMust Be 1066) 108 FieldGeneratorsand Conveyors 90 Mysteries 108 Close Parallels 90 RulesandRegulations 109 Operationand Accidents 92 TheBoinger 109 FartherParallels 92 Marooned! 112 WeirdParallels 94 The "Myth" Parallels 96 TIMELINE •••••••••.•.........•...... 113 TheHellParallels 97 BIBLIOGRAPHY ..............•.....•. 122 Infinity Unlimited 98 INDEX •..•••.••.•................... 125 Parachronic Laboratories .....................98 WhiteStarTrading 98 TIME TRAVELCAMPAIGN PLAN •........ 127 The1STWorld 98 ALTERNATE WORLDS CAMPAIGN PLAN .. 128 -3- Contents INTBODUCTION Themovingfinger writes, andhaving writ, Moves on: norallthypietyorwit Shall lure itbackto cancelhalfa line, Norallthy tears wash outa wordofit. - OmarKhayyam Everybody Talks About The Past, ButNobody Does AnythingAboutIt AboutGURPS Time travel is an intellectual game with overtones ofwish-fulfillment, and Steve Jackson Games is committed to tying it too closely to the mechanics ofthe real world is neither productive nor full support of the GURPS system. Our very useful. This is not a criticism of anyone's imaginings, just a practical address is Box18957, Austin, TX 78760. observation. Please include a self-addressed, stamped Now, before the physicists in the audience can protest, we do indeed know envelope (SASE) any time you write us! Resources nowavailableinclude: about relativistic effects, Tipler cylinders, and lots ofthe other proposed ways Roleplayer. This bimonthly newsletter aroundthe "timebarrier." Butit'sjustaseasytoarguethatthereisno "barrier"; includes new rules, variants, new races, there is no place where Alexander and Shakespeare are stillphysically alive and beasts, information onupcoming releases, scenario ideas and more. Ask your game available for conversations. Icertainlycan'tsaythattimetravel isforever impos retailer, or writeforsubscriptioninforma sible. ButIrespectfully suggestthatone'sattitudetoward its possibility(my own tion. included) says more aboutone's own philosophy thanaboutthe real world. New suppleme1lts a1ld adve1ltures. We're always working on new material, So everything that follows is, to one degree or another, fantasy. IfI knew andwe'llbehappy toletyouknowwhat's how to build atime machine, I'd be onmy way backto 1450, to putacouple of available. Acurrentcatalogisavailablefor gold double eagles in the Medici Bank. When I got home, compound interest anSASE. would have made me the richest rules writer on earth. Errata. Everyone makes mistakes, in cludingus - butwedo ourbesttofix our Thatsaid, time travel is a great fantasy, probably as universal as the dream errors. Up-to-date errata sheets for all offlying. IwouldtradeaverygreatdealtovisitSamuelJohnson's London, even GURPS releases, includingthis book, are though Iknow very well that itwas crowded, filthy, plague-ridden, and stankto always available from SJ Games; be sure toincludeanSASEwithyourrequest. highheaven; Iwouldjumpatthechanceto ride the OrientExpressofthe 1920s; Q&A. We do our best to answer any I would not hesitate to strangle Hitler and Stalin intheir cribs. gamequestionaccompaniedbyanSASE. And great fantasies are what roleplaying is all about. Gamer input. We value your com ments.Wewillconsiderthem,notonlyfor - John M. Ford new products, but also when we update thisbookonlaterprintings! ReelingIn The Timeline BBS. Forthose ofyou who havecom This book has been a long time in appearing, for several reasons. The puters,SJGarnesoperatesamultilineBBS with discussion areas for several garnes, greatest ofthese, as JMF points out above, is that the whole idea oftime travel including GURPS. Much of the playtest fails the reality check. And if you make assumptions that give a chance of feedbackfornewproductscomesfromthe avoiding paradox, you either get unplayable complexity ("Sorry, guys. Come BBS. It's up 24 hours a day at 512-447 4449, at300, 1200or2400baud. Giveus back tomorrow after I resolve this causal loop'') or unplayable simplicity acall! ("Whoops. You created a paradox. You don't exist any more and neither does the world you came from"). PageReferences Rulesandstatisticsinthisbookarespe Sothe project was not a quick one. We all got very tired ofthejoke "Why cifically for the GURPS Bask Set, Third don'tyoujusttraveltothefuture andpickup acopy?" Butatlonglast, it'sdone: Edition. Any page reference that begins a choice of campaign backgrounds to fit any taste. The PCs become Time withaBreferstoapageintheBaskSet Agents, fighting to save their history, with a playable treatment ofparadox and e.g., p. BI02 means p. 102 ofthe Bask Set, ThirdEdition. history-changing. Ortheycanjustromp throughhistorywithgunandcamera(or maybejustwith very big guns) in one ofthe other backgrounds. This book isalso aimedat the GM who wants to designaunique time travel campaign. There's a detailed discussion oftime travel "theory and practice," with several alternative treatments ofcausality and paradox, "rubber physics" thoughthey be. And there arealternativecampaign frames, too, includingsome suitable for lower-tech campaigns. Finally, the bibliography describes several dozen importanttime-traveland Introduction -4- alternate-world stories (out of thousands that have been written), as further sources for inspiration. But there's more. There's a closely related genre that offers all the fun of time travel with none of the paradoxes: parallel worlds. You can travel to a Alternate Worlds parallel 1905 Germany and strangle little Adolfwithoutcreating any paradox at in Other Campaigns all; it's not your past. So this book also includes the "official" GURPScross Pasttimesandalternateworldscanalso universecampaignbackground. Thiscantakethecampaign, notjusttohistorical beusedfora"changeofscenery"inother worlds, but to not-quite-historical worlds and outright weird parallels. (And, campaigns that have begun to get too fa miliar. When powerful characters have because the "Keep Them From Changing History" adventure is so popular, conquered everything in sight, saved the we'veworked inavariationonthattheme: enemieswhoaretryingtochangethe world against all comers, and have more flow ofhistory on the parallel worlds. Who says you can't have your cake and wealth than they can spend ... flip them eat ittoo?) intoanalternaterealitywheretheyhaveno assetsbuttheirskillsandwhatthey'recar rying, and "everything they know is Finishingthisprojectmeantalottous. GURPSTime Travelisthebookthat wrong." Homeline allies could be ene fulfills the original potential ofthe system! Ifyou like, you can create a super mies, and vice versa; there mightevenbe alternateversions ofthePCsthemselves team from across history and fiction (say, Merlin, Conan, Miyamoto Musashi, whomightnotbeheroes! Erikthe Red and Flamin' Jane) and send them on any mission from any period Some ways to do this are discussed on orany genre. pp. 10-12. It is entirely up to the GM whetherthePCscaneverreturn,orwheth So one way oranother, I'll see you last week. erthey'llhave tocarveoutanewnichein - SteveJackson thenew world. The farthest-out possibility is travel to alternate worlds in which actual physical About the Authors laws aredifferent; thestandardexampleis Steve Jackson has been devouring time-travel and parallel-world science the group ofmodern-daypeople whofmd fiction sincehewasaboutsevenyearsold, andjumpedatthechanceto inflicthis themselvesinaheroic fantasy world. This isvery muchamatterofpersonaltaste(the owncontribution on the field. idea of machine-gunning dragons seems He is the founder andeditor-in-chiefofSteveJacksonGames, but, as shown ratherunfair, oncethe novelty wearsoft). by the presentbook, occasionally still manages to write something. He hopes to Butitis oneofthethings thatGURPSwas designed tomakepossible. do itagainsoon. Steve lives in Austin. He enjoys science fiction conventions, gardening, computers, tropical fish, and - oh, yes - gaming. John M. Ford is the author of more than a dozen books, including the alternate-history novel The Dragon Wait ing, the multiple time track story Fugue State, and two "Star Trek" novels, The Final Reflec tion and How Much For Just ThePlanet?His next book will be the hard (or maybe semirigid) SF novel Growing Up Weightless. His short fic tion has appeared all over the place, including Omni, the Liavekanthologies, The Space GamerandAuto duel Quarterly. Hisadventureforthe Paranoiagame system, The YellowClear anceBlackBoxBlues, was considered odd even by the standards ofParanoia. He has won the World Fantasy Award twice, the Rhysling Award for SF ''.. poetry once, the Game Designers' Guild Award twice, and has been nominated for a Nebula Award. He lives in Minneapolis, where the fabric ofreality has been worn thin in numerous places. -5- Introduction TBE TIIiI TaAVIL CAIIPAIGI Atime-travel or alternate-w .. definition, the most free h l?rld campaign IS, almostby ~ng Whatever the bounds ofr:l,ee sort of game there tihs~ heroes canalways GoS a Ityh m any particular world, ' omew ere Else StIll, suc.hacampaign' whatever I'ts'deta'l answer certam questions Th ,I s, mustalways right how dl'd ,e most basIc ofthese are "All , we get here')" - d' . Temporal Physics _ and "Wh lscussed m Chapter 3, here?" at shall we do now that we're The Time Travel Campaign Roleplaying is about solving problems and taking actions inside a frame workofrules. Sothis book has rules fortime travel, ofseveraldifferentflavors. But it's very importantto understand that the "laws oftime travel" we provide are designed to be (we hope) reasonable and consistent, like any good science fiction. But they're imaginary, intended to get the players to use their heads to accomplish their missions. Ifthey don't suit your game or your group, tweak them to fit. Campaign Plans On the last two pages ofthis book are Campaign Plan forms - one for a time-travel campaign, one for an alternate-worlds campaign. The GM will find these very useful. The process offilling out the campaign plan will make sure thatall the most importantquestionsareconsidered inadvance. And by givinga copy ofthecompleted planto each playerbefore the first game session, the GM answers all theirmost important questions atonce. Mission Types Timetravel adventures fall intofour general categories. The first three may be actual "missions" in the sense that someone assigned them to the party. But the characters may also find themselves caughtup inevents by accident, oreven tricked by NPCs into performing some sort ofdangerous task. The BadOld GoodOldDays Research Missions "The past is another country; they do things differently there." There are many Research missionsare sentto find something out: who was Jack the Ripper? everyday details of historical life that we Who really wrote the Zinoviev Letter? What happened to the crew ofthe Marie would find distasteful, barbaric, horrify Celeste? Researchers are usually not supposed to change the past; they are ing. Description of such details - the supposed to observe, measure, photograph, perhaps even conduct interviews, crowding and smell ofacity streetbefore modernplumbing, forinstance- isneces and then return, without having any effect on the timestream. sary and useful in making the players ac By itself, researching isn't very adventurous. Getting into a fight usually cept the environment as "the past," and means things have gone very badly wrong. Buta research mission doesn't have notjustaHollywoodimitation. Unpleasantdetails are also useful plot to be dull. The suspense and excitement come, not from a string of combat and characterization devices. A group of encounters, butfrom meetingobstacles (someexpected, someby surprise) inthe travelers confronted by a bullying not-le path ofgettingthe data and getting back with it. man might follow their natural impulse to teach him a lesson - only to fmd them Often, the PC party will notbe castin the role ofresearchers, butofguards selveship-deep in trouble for it. Someone and guides to the researchers. The scientists themselves may have hidden goals wholoveshorses mightgainpointsforde or personalities thatendangerthe mission. manding that a drunken coachman stop Cross-timeorcross-world espionage is aspecial category ofresearch which whipping his animals - and even more pointsifhefound awaytodoitthatwould can quickly become dangerous, since the spies may be opposed, not only by notoffendthecustoms ofthetime. "native" securitytroopsandcounterespionage,butalsoby opponentsfromtheir But, as with any other device, don't owntime or world. overdoit. Alittleofthegriminessofmedi eval towns, or tlle horrors ofthe Inquisi tion, or the mistreatment of one class or RepairMissions raceby another, goes alongway, nomat Repair missions have the specific objective ofmaking changes to the time terhowhistoricallycorrectitis. IftheGM constantly describes cruelty and abuses stream. Assuming the characters are the "good guys," this usually means that thatt1lecharacters cannotstopwit1louten the past has already been altered, by enemy action or accident, and has to be dangering their mission, the players will returnedto normal. Thereare otherpossibilities, however. Thetravelers may be quite rightlystartto t1link t1lattheyare the presentatahistoricalevent- say, oncampaignwithJulius Caesar inGaul - in ones being provoked. Just say something like, "There's acrowd gathered to cheer whichthe outcome ofthe largercampaign is known, but individual, unrecorded t1le public flogging - but you're profes skirmishes may have unknown results. Or the team may be "agents in place," sionals; you just look past and keep on guarding a historical divergence point such as the Normandy invasion against walking." interference by enemy agents. Or the status quo may be intolerable to the time travelers - say, a small group ofresearchers discovers a time-gate, and hopes to use itto overthrow the oppressive regime. -7- The Time Travel Campaign In the alternate-worlds background presented in Chapter 7, a party may be Magic in History sent on a "repair mission" to undo sabotage by the agents ofCentrum. This is nottime travel - in that background, they can'tundo the past - butan attempt In the past, people believed in magic. Somestilldo.Thereareseveralapproaches to re-directthe events ofthe present into the kind ofsequence they would have to including magic in a time-travel cam taken withoutthe original interference. paign: 00 Assume that magic is very secret, butreal, and availabletoplayercharacters Recovery Missions with the right connections, as in GURPS Recovery missions are sent to bring something back (forward?) from the Horror. past,eitherfortemporarystudy(inwhichcaseanother missionmaybenecessary 00 Assume that mana, the energy be hind magic, has become depleted in mod to replace it) ortosave itfrom destruction. The agents may need to plantacopy em times; butcenturies agoitwas strong, of the item, or otherwise create a diversion from the burglary; sometimes, andwizards' powers(somewizards', any history itself- the eruption ofMt. Vesuvius, the ChicagoFire, the bombing of way) were real. The pes mayor may not Berlin - may covertheir tracks. be able to learn magic; its reality may comeas aterribleshockthefIrsttimethey Time thieves, ofcourse, are also on a "recovery" mission! They may face encounterit. the additional hazard of law enforcement from their own world, especially if 00 Magic does not in fact function in their thefts have the potential to change history. "our" world, but the time machine can reachparallelworlds whereitdoes. A specific and challenging type of recovery is the rescue ofan individual 00Magicisandwasfake: eitherconjur who history says is dead. Time-travel organizations recruit some oftheir best ingtricks doneby alocal pretendingtobe agents this way. Rescues work equally well in a historical "echo" world (see a wizard, or other time travelers using high-tech gadgets to simulate magic pow Chapter7) where someone's deathcanbe predictedaccurately. ers(usuallyfornefariouspurposes). COlltillued011lIextpage. .. The Time Travel Campaign -8- Inan alternate-worlds campaign, actual trade and exploration missions will becomepossible. Survival Magic in History (Continued) Afourth type ofadventure is the non-mission, in whichthe travelers had no Using "real" magic requires a magic intention of visiting another time or another world (at least, not the one they system, either "limited" (as described in arrived at). Their problem is simply to survive. There may be a hope ofrescue, GURPS Horror) or "full" (as in GURPS Magic). Formaximum"realism,"ifmagic orthey may be doomed to live their lives in the past. is a surprise to the characters, theplayers Depending on the physics of the situation and their particular resources, should not know the magic rules in the theirbeststrategy mightbetoblend inand notmake waves, ortosetthemselves beginning! Onelastnote: ifpes arethrownallun up as teachers, magicians or gods. See Expatriate, p. 22. knowing into a situation where magic works, it can make the game much more interestingifone or more ofthemhas, all Mission Control unknowing, the advantageofMagical Ap titude! Themoresoifthereisachancethat Remember The TIme Tunnel? While the two heroes were lost in the past, magic will still work "backhome." Ifthe trying to prevent stock-footage disasters, the Tunnel technicians were digging GM does this, then, to be fair, he should consider giving each ofthe other charac through their files and throwing switches on their blinking consoles, trying to ters some advantage the player doesn't help them out. (Well, it was twotechnicians and a General. It wasalow-budget know about. show.)HowaboutSearch?Thefield agentcarriedan implantradioandabutton sized TV camera that kept him constantly wired into a roomful of database analysts, language experts, medical monitors, and so forth; at least, as long as nothing went wrong with the equipment. Time Travel Handled withsome restraint, the idea ofMissionControlworks very well in in the Magical Campaign a roleplaying campaign. In fact, it solves one major background problem: the agents no longer have to know absolutely everything about all ofhistory. They Ofcourse, if the campaign starts in a magical world, there's no question that still have to have basic area knowledge - especially ifthe link goes out - but magicexists. Thequestionis "Doesitalso Control can provide on-the-spot information. exist in other worlds and times, and in The suggested limits are: whatform?" Onlyinformationmoves, notobjects. Control canreceive pictures, and pos The simplest answer is to say that magic does exisi on some worlds, and siblytransmitthem(useful for sendingmaps), butiftheagentsrunoutofbullets, doesn't on others, depending entirely on they're outofluck. their mana level. Where it does exist, it Establish search times. However long ittakes Controlto find the answer to alwaysworks aboutthesameway, though differentspells may beknown indifferent the agents' question is the amount of time that passes in the field before the worlds. Andmanacanchangeovertime. answer is received. The limiting factor is then not whether the information . . a medieval wizard might be disap exists, butwhether it can be recovered intime to be any use. pointedtoseehow littlemanaisleftinthe 20thcentury. Some information isn't available. Ifno one drew floor plans ofa building, A more complex but more interesting and the building no longer stands, the team will just have to search it the hard answer, especially in an alternate-worlds way. campaign,istosaythatmagiccanbecom pletely different in some worlds! This is especially good for the GM who likes to ControlandResearch in aParallel-World Campaign experiment with variant systems - see In a campaign in which, instead of time travel, the agents are traveling GURPS Magic, the upcoming Grimoire and back issues of Roleplayer for some betweenparallelworlds, thejob ofControlbecomes different. Ontheonehand, ideas. nobody can be sure what will happen next in the parallel world. It may seem In thatcase, magic-using travelers will similarto our history, but nobody really knows for sure. have to adaptquickly. Maybe their magic is validin thenew world- in whichcase Onthe other hand, ifthere are lots ofsimilarparallel worlds, sometypes of they will attract a lot of attention. And researchbecome mucheasier. Ifthe agents must free acomrade held in tightly maybe it doesn't work at all - in which guardedCastleWolfram, Controlneed only dispatchateamtoasimilartimeline case, to remain wizards, they'll have to starttheirtrainingalloveragain. where Castle Wolfram lies empty. Presto . . . complete and accurate maps See p. 47 for a magical Time Travel they hope. (Of course, this only works when there are lots of very similar spell. Magic "Gates" to parallel worlds timelines. Inthe cosmos ofInfinity Unlimited, described in Chapter 7, this kind can be created by a similar spell, orjust oftrickcould beused for researchonthe "echo" timelines, butyery few ofthe allowedbyGMfiat. othersare similarenoughto make itworthwhile. And theechoes have theirown hazards!) -9- The Time Travel Campaign

See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.