member, 129 posts
Sat 12 Dec 2015
at 17:57
Re: Plots, Story lines and other wierdness
In reply to icosahedron152 (msg # 38):

I haven't done anything with Paradox Institute yet. I just had the dream a week or two ago. This happened too late in the year for me to participate in NaNoWriMo with it, but I might do that next year since you mention it.

Fermi's Paradox: the mystery which queries that if intelligent life in inevitable, why does Earth's intelligent life seem to exist in a vacuum. The answer is that other intelligent life has developed but died off in mass extinction events.

The Great Filter: catch-all term for all of the events which have potential to destroy entire civilizations. Some extinction events are well known, but the unknown causes are the most dangerous and worrying to Earthlings.

Paradox Institute: an organization founded by Earth colonists to Alpha Centari to study the ruins and relics of extinct civilizations.

Crypt World: any location where the ruins of an extinct civilization exist. There are thousands and perhaps millions of crypt worlds which exist within the Milky Way Galaxy alone. This term includes but is not limited to natural planetoids, terraformed planetoids, large interstellar spacecraft, ring worlds, and dyson spheres.

Centarians: This is the human-given name to an extinct species of intelligent creatures which flourished in the Alpha Centari star system. The Centarians were the first species to be studied by xeno-archeologists.

Insightful: (used as both a noun and an adjective) This is the human-given name to a mysterious civilization of intelligent creatures who constructed a network of space ships that were distributed throughout the Milky Way galaxy and beyond. Useful relics from this civilization are called Insightful Technology.

Insightful Network: a fleet of large ships created billions of years ago and sent to distant parts of the Milky Way galaxy and beyond. The ships themselves are limited to slower-than-light travel, but Earthlings are able to access this network to instantly psuedo-travel between ships and thus explore the galaxy.

Crone: clone+drone. The Insightful Network does not create wormhole which allow explorers to actually pass through. Instead, it includes a supply of entangled matter which is controlled remotely though the Network. Explorers are able to create copies of themselves in distant parts of space. The supply of entangled matter is not unlimited and the system was designed by the Insightful to only allow each user to create one crone in each location. Death of a crone is not considered a tragedy, but it is a major setback to exploration.

Here is a rough draft of the timeline for my Paradox Institute setting.

Almost 14 billion years ago: the Universe was formed
10 billion years ago: the first generation of intelligent species developed. The Great Filter almost immediately begins claiming victims.
8 billion years ago: construction of Dyson Sphere Alpha begins. The aliens who began its construction will not survive to see its completion, but automated system continue the construction process to this day.
7 billion years ago: The Insightful civilization begins building space ships and sending them out to explore the galaxy. Real time communication between Insightful Ships is possible due to an application of entangled particle physics.
6.9 billion years ago: The Great Filter claims the Insightful. Their legacy will continue in the form of their fleet, the Insightful Network.
4 billion years ago: The Apophic Civilization colonizes asteroids and comets.
3 billion years ago: The Centarian civilization flourishes in the Alpha Centari star system. They colonize and terraform their own system extensively, but they seem to never leave it.
3.99 billion years ago: The Great Filter destroys the Centarian civilization.
roughly 1.5 million years ago: The Homo-Sapien species develops on Earth
1951: Fermi first observes the principle which would come to be known as Fermi's Paradox
1984: S.E.T.I. was founded to search for intelligent life in the universe passively.
October 2015: The first evidence of intelligent life away from Earth is discovered when Dyson Sphere Alpha is observed by long range telescopes.
2036: Asteroid Apophis passes close to Earth. Astronauts intercept the stone to prevent a collision with Earth. To their surprise, they find structures there which prove the presence of an intelligent civilization predating humans. The asteroid and the ruins had to be destroyed to protect Earth, but small artifacts were preserved.
2100: The first generation space ship is sent to the Alpha Centari system.
2150: Uplifted animals are granted legal status equivalent to that of humans. The term Earthling becomes more common than the term humanity.
2200: The first generation ship reaches Alpha Centari. It discovers the ruins of an advanced civilization. The Paradox Institute is founded by colonists to study the ruins.
2350: While the colonists at Alpha Centari are focused on studying the past to learn more about the Great Filter, Earthlings adopt a different strategy. They believe that an adaptive and diverse civilization is best strategy for coping with any unknown hazards, so they focus on transhuman develop through genetic engineer, cybernetics, artificial intelligence, and the uplifting of other Earthling lifeforms.
2400: A long dead ship passes into the Alpha Centari system. Prospectors intercept it thinking that it is a relic of the Centarian civilization. Instead, it is found to be a relic of the Insightful Civilization, an entirely different and unique alien structure. This large ship is towed into the system and parked in orbit around the capital world of the colonists.
2401: The Paradox Institute announces that it has discovered how to use the Insightful Network which is composed of thousands of ships, and the network allows its researchers access to the parts of the galaxy where the ships exist.
2401: During only the third use of the Insightful Network, an entire team of crones is onboard the Insightful Ship by a nano-machine plague. These crones are only the first Earthlings to be killed by a Great Filter Event. 90% of all crones are killed by something or another within weeks of their creation.
2402: The job of exploring the galaxy through the Insightful Network is overwhelming. Most of the originally built by the Insightful are non-functional by this time, but some thousand or so ships which are functional remain. The Insightful network even includes a handful of ships which have reached the Megellanic Clouds outside of the Milky Way and the vast space between galaxies.
2410: A call is put out for volunteers to explore those parts of space which the Insightful Network makes accessible.
2475: By this time, colony ships from Earth to Alpha Centari are common. Each ship includes at least one transhuman.
2500: Less than 10% of the crypt worlds accessible through the Insightful Network have been adequately explored. Less than half have even been visited. The explorers of the Paradox Institute continue to send small teams of explorers through the network into the world.

Character templates (if used as an RPG setting)
Colonial Archeaologist: these descendants of colonists who traveled from Earth to Alpha Centari have generations of experience exploring alien ruins. They are intelligent, rugged, and resourceful. These characters are entirely human, but they are highly skilled.

Uplifted: Intelligent animals derived from native Earth species. These creatures were created using combinations of genetic manipulation, cybernetic enhancement, and good old selective breeding. They represent what can be accomplished when science and evolution cooperate. Any species of animal can be uplifted but the most common are dolphins, apes, cephalopods, dogs, and neanderthals.

Transhumans: This season's latest and shiniest new model of Earthling. This can be a chemically reanimated human head on a robot body with chainsaw hands. This can be a woman with cat's eyes and a nano-machine slurry for blood. A transhuman can have any combination of augmentation in his body and his brain, and different forms of augmentation come and go according to trends, technological advances, and personal preference. Transhumans frown upon gender identity and sexual preference as archaic concepts. The transhumans come from Earth, and they often expect to be treated as celebrities by the undeveloped backwoods humans of Alpha Centari. The colonists consider these transhumans a little haughty and are ultimately unimpressed by them. Despite cultural conflicts, the Paradox Institute always has work for transhumans.

Note: AI characters are present in the setting, but they are suggested as NPCs not player-characters. If I come up with a system that allows for people to roleplay hyper-intelligent AIs without nerfing the characters for making them hopelessly unbalancing, I will change my position on this.

All rights reserved (for now).
 member, 27 posts
 CoC BRP Eclipse Phase
 The Laundry FFG Star Wars
Sat 12 Dec 2015
at 18:50
Re: Plots, Story lines and other wierdness
In reply to chupabob (msg # 39):

You gotta run or publish it!
 member, 884 posts
Sat 12 Dec 2015
at 18:55
Re: Plots, Story lines and other wierdness
Does sound like an interesting world / universe for Sci Fi RPG or series.
 member, 130 posts
Sat 12 Dec 2015
at 20:00
Re: Plots, Story lines and other wierdness
I appreciate the feedback, guys.
 member, 937 posts
Wed 27 Apr 2016
at 03:39
Re: Plots, Story lines and other wierdness
Want something to spice up your game. This chart may just do it for you.
Feel free to use or modify it. Its just something me and some friends came up with a long time ago and I found in an old file recently.

AD&D Quirks Chart

Characters may have up to 8 of these but only start out with 1-4 (1d4) of them. They may gain
more via the free attribute + 1-4 Attributes, or by DM's discretion.

1) Natural Werecreature (see sub chart 1 )
2) Member of a secret society (Thieves guild, Club, Elite organization (Harpers, Zentirim, etc.)
3) Night vision equal to day vision
4) Totally fearless (unaffected by outside generated fears [spells, auras, etc.] )
5) Good luck +1-4 to S.T.
6) Naturally lucky (Find coins on ground, accidental good fortune)
7) Internal Compass (Always knows what direction you are facing even underground)
8) Natural swimmer (50% chance of being amphibious)
9) Natural Thief abilities (pick pockets, move silently, hide in shadows, hear noise, climb walls, escape bonds) [as a level 1 thief. If a already a thief then you get an additional 60pts to spend on these skills]
10) Natural in class (+10% to exp. + any bonuses for high primary stats)
11) Natural Berserker 25% chance of continuing to attack even after foe has been killed.
12) Detect poison by smell 75% chance (Enhanced sense of Smell - works on bad food to)
13) Vision challenged (1: nearsighted 2:farsighted 3: tunnel vision 4: blind 5:color blind 6: cataracts )
14) Devoted paladin abilities ( detect evil, aura of protection, immune to disease, turn undead at -2 levels)
15) Good with animals + 1-4 on reaction rolls and training chance
16) Idiotic appearance ( Not taken seriously by others, all children, Joxer, Looked on as if a clown or incompetent)
17) Gifted mage ( gains 1 extra spell per level, if not a mage gets one 1st level spell usable once per day )
18) Gifted Priest (as Mage above)
19) Enhanced Strength + 1-4 (to a max. of 22 )
20) Enhanced Dexterity + 1-4 (to a max. of 22 )
21) Enhanced Constitution + 1-4 ( " )
22) Enhanced Intelligence + 1-4 ( " )
23) Enhanced wisdom + 1-4 ( " )
24) Enhanced Charisma + 1-4 ( " )
25) Mental quirks ( use personality chart in Creative Campaigns )
26) Aim + 2-5
27) Inspire loyalty + 1-4
28) Natural Beauty + 1-4 (affects Chr Reaction only)
29) Naturally Ugly - 1-4 ( " )
30) Blind curiosity ( think kender, does not consider response to actions 1/2 wisdom or less to avoid )
31) Natural Climber + 5-30 % to climb walls
32)Use any one 1st - 5th level spell 1/day ( determine spell when this is first rolled )
33) + 1-6 Miscellaneous magic items ( if first level then gained them from relative or teacher )
34) Sound Imitation 10 to 100 % accuracy
35) Bad with animals - 1-4 on reaction rolls and training chances
36) Intimidating appearance ( taken to seriously, treated with undeserved respected or fear )
37) Enhanced telekinesis ( can move 100 - 600 lb. per 2 levels )
38) Telekinetic arm AC: 5, 1/2 the owners Hit Points ( may lift the equivalent of the users Int. in weight)
39) Telekinetic flight ( can fly over any surface up to 10 ft per Int point high at base movement rate. Example Int 10 = max of 100ft up)
40) Friend of random race ( use Ranger companion / enemy charts )
41) Enemy of random race ( use Ranger companion / enemy charts ) {in the complete Ranger Handbook }
42) Random missing body part ( players choice )
43) Increased Infravison + 30 - 80 ft ( 1d6 + 2 x 10 )
44) New or multiple body part ( see sub chart 2 )
45) Reinforced skeleton + 2 to AC
46) Heightened hearing + 5 - 30 % to hear noise
47) Heightened touch + 5 -30 % to pick pockets and / or open locks
48) Stealth + 50 % to move silently or hide in shadows
49) Adjusted height 1-50 + 1die of height 51-00 -1 die of height
50) Regenerate 1-25 1hp / turn, 26-50 1hp / round, 51-75 3hp / turn, 76-00 3hp / round
51) Naturally skilled + 1 - 6 Non weapon proficiency
52) Weapons master + 3 to hit and damage with one weapon ( if rolled a second time then its for one broad group, ie Swords - Daggers - axes, etc)
53) Heightened sense of smell + 1-4 to tracking
54) Mutations 1 - 6 random powers (see sub chart)
55) Leaping ability + 3 - 12 ft ( as per jumping NWP + bonus ft )
56) Bad luck - 1-4 on S.T.
57) Naturally Unlucky ( always losing things , trouble finds you, as Swashbuckler )
58) Naturally fast +3 base movement rate
59) Detect magic at will ( can see magic auras. Cannot Identify magic items but can identify spell types )
60) True sight ( can see all Illusions for what they are)
61) Double jointed + 5 - 30 % chance to escape bonds
62) + 1-4 traits ( as in Skills & Powers ) (If you don't have these make up your own)
63) + 1-4 disadvantages ( as in Skills & Powers )
64) Good rider + 1-4 ( 1 land based, 2 air, 3 water, 4 all types )
65) Bad rider - 1-4 ( as above )
66) Gifted poet + 1-4
67) Gifted Singer + 1-4
68) Gifted Musician + 1-4 ( at +4 this person can play any instrument proficiently with just a few minutes of
practice but does not gain his / her bonus unless he / she actually studies the instrument )
69) Disciplined study habits ( it takes half the time to learn a new skill or to learn spells)
70) Naturally tough skin ( natural armor ) AC: 1: 8 2: 7 3: 6 4: 5 5: 4 6: 3
71) Strange Birthmark or Tattoo ( 25 % chance to be magical , DM's choice of effect)
72) Indestructible stomach ( not affected by nausea, ingested poisons, or alcohol )
73) Weak stomach ( easily nauseated , -2 on saving throws on ingested poisons, double the normal affect of alcohol )
74) Odd appearance ( unusual hair, eye, or skin color )
75) Foolhardy (like Blind curiosity but in regards to dangerous situations)
76) Ambidextrous ( no off hand)
77) + 1-4 potions or scrolls
78) Desire to form or belong to a secret society
79) +1 to find secret doors or hidden objects
80) + 5-20% to find traps
81) Natural Wild Talent ( reroll if not using Psionics )
82) Heightened visual acuity ( can see 25% farther without losing normal vision)
83) Allergy ( DM's choice )
84) Good Bargainer + 1-4 (chr ) ( good at haggling )
85) Storyteller + 1-4 ( chr ) can tell enthralling tales
86) Astral detection ( can see and talk to beings on the ethereal and astral planes as well as spirits, side effect : not affected by ghost fear power )
87) -1-4 on random stat
88) Resist Poison and Disease + 1-4
89) Naturally magic resistant ( as a dwarf , if already a dwarf then character has a +1 resistance )
90) Naturally magic receptive ( -1 resistance to spells, x2 duration on personal effect and healing spells)
91) Appear as opposite gender ( a manly woman or a girlish man )
92) Underweight - 2die (example : humans use 6d10 on weight roll this character will use 4d10 )
93) Overweight +2die
94) Appears as different race ( a dwarf looks like a gnome, a human like an elf, etc.)
95) Albino ( little to no skin , eye , and hair color )
96) Mage school immunity ( immune to one school of magic : Necromancy, Conjuration, Evocation, etc. also
cannot use any spells in affected school. )
97) Priest school immunity ( as Mage )
98) Total magic resistance ( just not affected by magic cannot use magic either, has a 50% of being unable to use
magic items.)
99-00) Roll 1-4 more times

Sub chart 1 : Werecreatures
4)Seawolf or Dragon

Sub chart 2 : New body parts
1)glowing eyes (2)quills (3)spines (4)wings ( butterfly, reptile, bat, etc.)
5)claws ( 50% retractable) 1-6" (6)forearm claws 3-12" (7)concealed orifice
(8)horns (9)fangs (10)tail 1-6 (11)2-8 tentacles 3-12'
12)Antenna (13)serpent or cats eyes (14)Hooves
15)eye stalks (16)pincers on extra arms (17)serpents tongue
18)feathers (19)webbed hands and / or feet (20)gills ( may be useless)

Sub chart 3 : Mutations (Powers)
1)pyrokinesis 1-4 dam per level (2)cryokineses (as pyro) (3)invisibility at will
4)dimension door at will (300ft range) (5)dimension travel at will
6)chameleon powers (7)light generation (8)paralyzing touch
9)webs from hands (10)speed x2 (11)lightning bolt ( as pyrokinesis)
12)phasing (the ability to pass through solid objects) (13)true flight (speed = 4x base)
14)force bubble (5-10' radius AC 2 Hp = to 1/2 characters ) (15)circle vision
(16)life sense 60' radius (17)x-ray vision (18)fire control
19)light control (20)shadow shaping (21)cell adjustment (heal 1-20 hp)
(22)induce sleep (as spell but with no level limit) (23)weapons creation (dur: 1-4 turns)
24)speak with animals (25)speak with plants (26)linguistics (the ability to speak any
language within a few minutes [ 1-10 rounds] ) (27)empathy
28)animal empathy (29)spiderclimb (30)floating disc up to 10' across (may use
this to fly )

This message was last edited by the user at 04:31, Wed 27 Apr 2016.

 member, 952 posts
Fri 13 May 2016
at 20:33
Rehash old for new
I like stories where people are displaced in time / space / dimension. So on that theme.

Scene: Some people start to 'hear' / 'Imagine' a female voice speaking to them about creating a 'new life' via rolling up a character using set specifics. All these people find on their computers / smart phones a file for Ultimate Powers. It looks like something for a role playing game, and a dice generator program with instructions on how to create their character.
Those that do this, for what ever reasons, soon forget about the character till this one normal day when the whole cities power grid suddenly fails.
All those who made up characters on that program / app, slowly fade away, first mentally then physically. Only to come to in another similar but different world, as the characters they made up.

They have new powers, possibly even new skills (depending on how through they were in creating their new Identity) and now a new life. All with only 1 common set of problems. No jobs, no money, and no Legal Identity in this new world. Also they will need to learn how to use these new powers and abilities pretty quickly, cause Somehow you know the other shoe is coming, but not what it is.

The above I can see using Marvels FASERIP system pretty easily. But the world - now that can be any thing the talented GM can think of, including Marvel / DC variants. (I like dropping them in to a world in which Scarlett Witch or someone similar removed all the Mutants (or Most of the Mutants) and SOMETHING decided to 'fix' this sudden vacuum of power by 'recruiting' these new people for this job.

The City wide power outage was caused by the needed extra energy to pull these 'recruits' out of their world and in to the new one.
 member, 1085 posts
Wed 17 May 2017
at 02:11
Deck of Fate or Doom
Your out somewhere and find an old deck of cards with excellent hand drawn images on it. Drawing a card from the top of the deck you feel an odd sensations ...

Thinking of the fabled Deck of Many things.
Imagine the sort of fun - mayhem you could have Starting a game with such a deck - imagine someone finds such a deck and first time out uses them to play poker with some friends - 5 cards, 5 random things happens to each of the players.

Takes some thought but I can see such an interesting group of stories unfolding from such a thing.
 member, 1178 posts
Fri 30 Mar 2018
at 22:31
Deck of Fate or Doom
Idea just popped in to my head.
A group of 'medival' cosplayers (with maybe some steam punk or victorian aged types thrown in) are transported to a medival world. Say around 900 AD or something. Not nessisarily one with more magic or anything. How would they survive, what sort of mischief would a group from the 21st century get in to in the 10th century.
Heck would the group even stick together, or split up and go their own ways, leading to other fates and stories.

The question of can they return to their own time or not is also out there. It could very well be a one way trip caused by some cosmic glitch or random event.

Be interesting story I think.
 member, 1238 posts
Sun 19 Aug 2018
at 03:42
Other Worlds
Someone posted an Idea for Overlord type game - I forget which forum though. But it got me thinking about what it would be like to be sucked in to a video game.
Maybe not already at the top of the power heap but not at the bottom either. (Lets face it, bottom of most games is cannon fodder or close to, till you level up some.)
How would you react if you found yourself in say Elder Scrolls, or Grand Theft Auto Online, as the character you normally play ? Only this time, if you die, that's it, game over. And pain, being shot hurts, allot. Unlike the super humans that seem to make up the standard PCs in those games.
Just a thought, maybe someone can make something more from it.
 member, 543 posts
 Wayfarer of the
 Western Wastes
Sun 19 Aug 2018
at 05:08
Other Worlds
This is not an uncommon motif in the literature of fantasy and science-fiction.  Some examples:

A Connecticut Yankee in King Arthur's Court (Samuel Clemens writing as Mark Twain)
The Compleat Enchanter (L. Sprague deCamp and Fletcher Pratt)
The Worm Ouroboros (E. R. Eddison)
The Martian Novels (Edgar Rice Burroughs)
The Land That Time Forgot (Edgar Rice Burroughs)
The Time Machine (H. G. Wells)

In a possibly related vein, see the Amber novels of Roger Zelazny.

There are many others in the veins of the examples given here.

All of the considerations you've mentioned are valid ones for this type of story.  Making such a story line into a game here or anywhere else will require work, research, and patience to get it right.

A lot would depend on how you want the game to go:  sweeping cinematic action hero stuff or gritty realism? (Seems like you were tending toward the latter.)  Seems like you would want to pick or create a system for the game with a good bit of flexibility (unless you intend to go rules-light).

If the game is set in one particular time and place in history, the other thing that is worrisome is the time paradox/butterfly effect thing where one or more players intentionally or inadvertently muck(s) up the time stream by doing something that changes the future.

One way around this would be a deterministic universe in which it is impossible for players to change time, but that would place a high burden on you as GM.

You're considering an ambitious project.  It's one worth doing if you're all in.  How can we help?
 member, 1412 posts
Sun 19 Aug 2018
at 12:36
Other Worlds
You could also simply handle time as either multiple timestreams (going back in time splits the timestream so the timetraveller's past doesn't change, but rather a new past is created parrallel to the original) or that time isn't a stream at all but simply a measure of change amd therefore going back in time is more like changing the world to match the past rather than actually going to the past (more difficult, but ripe for interesting consequences and dilemmas, for example, just how far away can things be adjusted? A continent, a planet, or just a city?
 member, 1272 posts
Mon 28 Oct 2019
at 16:44
Other Worlds Concepts
Been reading this over and still keep going back to other worlds. People from one world to another still my fav.
Here is one thought, by pure chance a person finds an object (ring, card, or something ordinary) and unthinkingly makes a wish they did not really mean.
What are the consiquinces of this wish, does it really work, or do things go sideways from the start.

On finding a Tarot Card of the moon, a person jokingly says "Oh mighty Card of the Moon, grant me my boon, I wish I could live in another world of ancient magics, powerful places, and potentials undreamed of in the hearts of the people of this world, that there I was a mighty Wizard, with my staff in hand and knowledge of all things mystical and arcane, and that I was young, strong of body and mind and very healthy, and wealthy "

From there the story begins - what kind of mayhem can you think of for that fateful line ?
 member, 1327 posts
Sat 1 Aug 2020
at 19:08
Other Worlds Concepts
Another new concept - your just driving down the road one day, when a worm hole (Wyrm ?) opens around you and you drop in to a completely different universe.

Any thoughts on what sort of things could happen. Including becoming a new race / gender, gaining powers or special skills (or all the above).

Input welcome. Stories inspire us to write better, think stranger, do more with our hobby.
 member, 50 posts
Wed 19 Aug 2020
at 16:05
Other Worlds Concepts
I often consider "Time" in any game or setting to be "that is what is is here".

Could be multiple timelines, could be butterfly effect, could be malleable, or it could be immutable.

I first considered these and other options many years ago, when buying anthologies in book form; long, long ago in a time before internet and computers where "rules", "theories" and "thoughts" the point of confusion, where a story might "die" in the making...  Thus "time" in your story is your own concept, regardless of real world theorems.

The story that evoked my thoughts way back then involved a consideration that "time" in a universe was immutable.  I cannot recall if Issac Asimov was the author, or just the Anthology Editor.

The story was of a time traveler going back to stop an assassination "then" that would have created a more peaceful world in the "now".  The protagonist did stop the assassin (and may have been loosely based on the Kennedy Assassination (Yeah, that is when the Anthology came out shortly afterward... Olde Farte I am!).  However, the "time travel" was a one shot only for the protagonist.

With the assassination shooting averted, the time traveler left "then" to return to "now".  However, the ending of the story was that the victim spoke briefly to those around him, then stepped outside onto a balcony; looked up to the stars (Kennedy's thoughts of space travel to the moon, perhaps?).... the final sentences making it clear that the "universe" corrected itself to make time immutable, by sending a meteorite down and striking the "victim" in precisely the same fashion as the "original" shot would have done.

Just food for thought.  Hope the thoughts help in creativity for authors to choose how "Time" IS, in their story for their purposes.  Malleable, Butterfly, Parallel, Immutable... or whatever.  Consistent in its own self, regardless of "real world" theories, or other stories.
 member, 1330 posts
Wed 19 Aug 2020
at 16:46
Other Worlds Concepts
I been working the Time angle in a couple of stories. I got it down to somethings HAVE to happen while others can change but the change is so subtle that it has almost no noticable effect on the greater story. Such as a minor character living and thus how things in that one persons life get better or worse, but in the grand scheme of things it makes no huge difference. Or it could make a significent difference, but only hundreds of years later.
In one such story (high magic type) I had someone wish to be rescued and gave some parameters of the sort they thought they needed for that to happen. So the Traveler is pulled to that point. The thing is, later the traveler has to do things even further back in time, so that they get pulled to that point, say direct a 'main character' away or toward something needed so their own timeline is maintained. (I did this from the point of view that the Traveler was pulled from an event that would have ended their life, accident or such, and thus with out that wish happening, they would have died, which gave them the motivation they needed to reach further back in time to make sure that wish happened.

Reading this I really get how convoluted some of my stories get. Anyway this is another take on time and how it can be handled.
 member, 3 posts
Wed 19 Aug 2020
at 22:51
Other Worlds Concepts
In reply to ShadoPrism (msg # 53):

I will be honest, concerning time. Right now I have a story i am writing with someone else were we are swapping back and forth between present and past... in our posts. Time is what you want it to be. It has no shape or form or logical progression. It is a number you can define. It's only logic is that its speed is always the same. Like the speed of light.
 member, 7240 posts
 Gaming for over 30
 years, and counting!
Thu 20 Aug 2020
at 03:12
Other Worlds Concepts
Except that's not always a constant.  If you've got characters like Flash, Quicksilver, Superman, etc, who can move at relativistic speeds or beyond, Time isn't a constant.

That's the thing about creating stories, whether it's writing a novel or short story, putting together a game setting, or writing a script...the rules for ANYTHING are what you declare them to be.  As long as you cue people in on what rules are different, and stay consistent with those changes, you can cheat a LOT.  Time, physics, magic...there's a lot you can tweak and get away with it, if you do it the right way.
 member, 4 posts
Thu 20 Aug 2020
at 04:54
Re: Other Worlds Concepts
Except that's not always a constant.  If you've got characters like Flash, Quicksilver, Superman, etc, who can move at relativistic speeds or beyond, Time isn't a constant.

That's the thing about creating stories, whether it's writing a novel or short story, putting together a game setting, or writing a script...the rules for ANYTHING are what you declare them to be.  As long as you cue people in on what rules are different, and stay consistent with those changes, you can cheat a LOT.  Time, physics, magic...there's a lot you can tweak and get away with it, if you do it the right way.

You can quote all you want of superhero comics you want about what they do... Marvel's is good about that one with the Avengers story line. Reality wise, like the universe, it is a constant. This is about story telling though and it can be what you want it to be. I feel as if you are discounting what i say to put your reality in. Time just /is/. If you want to continue on your line you'll be talking to yourself because I have no time for people like you.
 member, 7241 posts
 Gaming for over 30
 years, and counting!
Thu 20 Aug 2020
at 07:23
Re: Other Worlds Concepts
Maybe I misunderstood.  I mean, this thread IS about 'other worlds' (it's right there in the subject line), and the discussion has obviously not been about the prospect of visiting Mars, Venus, etc.  That kind of defies the concept of sticking with a strict definition of reality as an immutable constant. People are talking about storytelling, not calculating the physics of time-space.

I grant, yes, in terms of hard reality...or even hard sci-fi storytelling...time is a constant until you get into some of the most hypothetical of quantum physics as a storytelling element (but for the vast majority of us, it moves at the same, inexorable pace, seconds turning into minutes and then into hours, etc etc etc).

But arguing that a hard reality is a critical element of storytelling (which is how your point is coming across) is a bit ludicrous in a situation where people are coming up with ideas about being magically transformed into fantasy creatures or dropping through holes in space-time into worlds where magic is real.  The vast majority of games on here have some HUGE departures from reality as we know it, either via the presence of magic, or non-existent creatures, or fully-integrated cybernetics, or any of a thousand other far-flung notions that exist to fulfill a thirst for the fantastic and superhuman.  As such, time is just another story element that can be handled in whatever way the storyteller chooses to go about it.
 member, 10 posts
Thu 20 Aug 2020
at 08:58
Re: Other Worlds Concepts
Even in reality, time isn't a constant. You don't have to go to quantum physics to see that, just plain physics. Time is completely relative based on where you are, your mass, the mass and distance of the other nearest gravity wells, and how fast you're moving. For hard sci-fi, this can be a lot of fun to play with in stories.

As a storytelling point, you can even get into the point of our perception of time, which makes things even more fluid and interesting.

Or, you can go to the Doctor Who route, and use time travel to tell fun nonlinear stories. (See River Song.)

But yeah, a lot of the time it's completely hand-waved, and that's cool too. Some stories don't really require paying any attention to time.

What's my point in this post? Absolutely nothing. I'm overtired and I should be in bed, but for some reason I felt like rambling about time in storytelling. My throat is going to be awful tomorrow after dictating all this and my game posts. Oh well, it was fun. :)
 member, 1340 posts
Wed 2 Sep 2020
at 14:31
Re: Other Worlds Concepts
We got off on a tagnet over time, completely missing my original question for this section of thread.

your just driving down the road one day, when a worm hole (Wyrm ?) opens around you and you drop in to a completely different universe.

Any thoughts on what sort of things could happen. Including becoming a new race / gender, gaining powers or special skills (or all the above).

Input welcome. Stories inspire us to write better, think stranger, do more with our hobby.

I like the Isaki(?) type stories, which is what brought this line up.
So how would You the player, in this situation react if such a thing happened is the real question here.
What would you hope / wish for if such a thing happened to you ?
 member, 10 posts
Thu 3 Sep 2020
at 04:00
Re: Other Worlds Concepts
In reply to ShadoPrism (msg # 59):

Well, sounds like some sorta anime thing there and well I can't really respond to that(because most of it is horrible to me). It could be anything really. It could be a book series you really love like the Dresden Files to something like Star Wars or even you come through a Gate in Stargate(whicheveroneyouwanthere)or it could be a completely different world that followed a different timeline. That's the fun with writing, make shit up!
 member, 1341 posts
Thu 3 Sep 2020
at 11:46
Re: Other Worlds Concepts
I do write, kind of the point of places like this after all. Even got a few stories floating around the web. Less since the death of Yahoo's personalized websites.
I like the Dresden Files and many anime to. Which brought up this idea. Though I liked such stories long before I saw any anime, life time favorite as it were.
I have tried to run games here based on that to. Some worked, some didn't. I got them all archived.
Maybe some day I will be well enough to run another such game. (Had a minor TAI stroke in late 2016, have not DMed since then.)
Still I got the dream.
 member, 15 posts
Sat 5 Sep 2020
at 06:42
Re: Other Worlds Concepts
I like the Isaki(?) type stories, which is what brought this line up.
So how would You the player, in this situation react if such a thing happened is the real question here.
What would you hope / wish for if such a thing happened to you ?

If that were to happen to me I think there would be a little stress involved. Let's face it suddenly having memories of another world and life qith no evidence would make me question my sanity a bit.

But in a fun sense, being teleported to a magical world with average magical talent would probably be the most interesting scenario for me. I'm going to have a different way of looking at the world then most people in my new home. So having enough power to be useful but still need to think about my problems would be fun.

Audible has a story "How to defeat a demon king in ten easy steps" by Andrew rowe that illustrates this. The main character rather then go do the water temple in the normal way

Spoiler text: (Highlight or hover over the text to view)
instead uses magic to store the lake water in their inventory.

Using a well known and common magical power in a different way.
 member, 1343 posts
Sat 5 Sep 2020
at 13:07
Re: Other Worlds Concepts
ok I am looking for that book now.
Sounds like my kind of read.