Time travel, as described, moves a traveler back and forth along timelines. From the perspective of a naive time traveler, there's only one timeline that changes every time the traveler changes the "past".
Some other consequences of this model:
Travel to the absolute past is impossible. Every trip backwards forks a new timeline; the original past still exists.The traveler enters a world that started identically to a particular moment, but will
Updated 04-29-2012 at 09:16 PM by fmitchell
The preceding hypothesis solves some classic time travel paradoxes, if we assume the following rules.
When a person travels backward in time, he removes himself from the time stream.A traveler is not "cloned" when a major event creates a branch. Rather, he follows the branch that results from his presence.When a person travels forward in time, he follows the timestream he's currently in.A traveler retains all his memories and physical possessions, even if they
Updated 04-29-2012 at 09:23 PM by fmitchell
This and following posts describes an alternate worlds / time travel idea I might possibly use in some future campaign. Constructive comments are welcome.
The "Many Worlds" interpretation of quantum mechanics posits that a new universe springs into existence to account for all possibilities. The massive number of quantum events each second would spawn billions of universes. For all practical purposes, there are four categories of alternate timelines:
Updated 04-29-2012 at 09:17 PM by fmitchell
Saturday, September 17, 2011
(After playing the Top Secret scenario “Operation: Sprechenhaltestelle, Code Name: Pisces” Friday with Stephen Turner, Jeff Smith, Erik Huffine, and Jeff from 7 p.m. to 1:30 a.m.)
The Agency was a secret, international espionage agency that hired spies from all over the free world to take on assignments that crossed international borders. Four agents had been assembled by the agency in May of 1980.
Eric Taft was a British spy
Updated 09-21-2011 at 03:00 PM by Max_Writer
Edition wars can get heated but with Shadowrun as much as I may complain about this change or that, I love all the editions. 1e was gonzo, over the top, amazing, awesome, and a ton of fun. The rules were goofy but unique. 2050 had rockers and riggers though mages and street samurai would steal the lime light and the decker would get avoided, not because of the rules themselves but that the system map made it a solo game (for the record 4e hacking is almost the same as 1e decking, minus the focus