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
"If you give up, it will be the end of everything; but you have the capacity to change fate. This unavoidable destruction, this sorrow...you can change it all. That's why you have this power." --Kyubey, from Puella Magi Madoka Magica, episode one
Born Outside of Destiny
Confronted by the common problems of adventure writing, I have developed an approach that is both efficient and makes player character activity inherently meaningful. Although I claim to have independently
Updated 12-27-2011 at 07:19 AM by Umiushi
There's always something to reflect upon after launching a new effort.
I like the name, but it's become obvious to me that focusing on The Unquiet Lands is too narrow for my tastes. I have a few other projects waiting in the wings that I would like to talk about in this blog. The name stays, but the scope is going to be expanded to my rpg projects in general.
Second, I had an initial conceit that I would present material in some kind of chronological order. I've decided
Updated 09-13-2011 at 07:06 AM by Umiushi
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