| Post/Author/DateTime | Post |
|---|---|
| lastofthelight07-09-07, 01:13 PM | Does anyone know of rules for Chronomancy? I want to sortof mix up D20 Modern and D&D classic. I'd make the campaign setting the real world, and claim that magic existed in ages past, but has 'almost' faded today due to changes in belief and faith. Basically, the premise would be that the characters are all Chronomancers from different eras in history - and the campaign would proceed ala Back to the Future or Doctor Who. I was /originally/ going to use the Chronomancy book from the Encyclopedia Arcane series, but it doesn't /actually/ have rules for time travel; except the 'you vanish in stasis until x point in the future' occurs; which is very annoying considering the title and the back of the book and intro promised 'opening the windows of space and time'. So, anyways; I can't do the campaign unless I find a way to let my pc's be chronomancers. I don't care if the rules are official or not, but I'd like //some// detailed source on how to handle this within d&d. (preferably without going into epic levels) Any ideas? |
| Marcus Majarra07-09-07, 10:42 PM | Time travel should, at best, be a plot device, not actual game mechanics. |
| JustinA07-10-07, 12:27 AM | So, anyways; I can't do the campaign unless I find a way to let my pc's be chronomancers. I don't care if the rules are official or not, but I'd like //some// detailed source on how to handle this within d&d. I'd track down an RPG called CONTINUUM. It'll give you what you need with minimal need to convert anything. |
| lastofthelight07-11-07, 03:25 AM | Thanks, I'll look for it. And as for the plot device comment: It depends on the nature of the fiction. Roleplaying games are, at their heart - interactive fiction really (advanced make-believe, anyone?) - and fiction has many genres. Traditional tolkien-derivative fantasy is just one of them. Anything - in theory - that works in a book or a movie can work in interactive fiction, as long as its done right. |
| Calilove07-11-07, 05:13 PM | Check out the "Netbook of Time"... free and d20... skills, feats, mobs, rules, planes, paradoxes... wheeee! http://dcrouzet.chez-alice.fr/gaming/d20downloadpage.htm\ I highly reccomend all travel be conducted by phone booth and the B&T movies be liberally appropriated. |
| Marcus Majarra07-16-07, 12:31 PM | And as for the plot device comment: It depends on the nature of the fiction. I disagree on this issue. Or, at the very least, I disagree based on the impact time travel has on the campaign setting. Based on the extent of the changes allowed, the setting may or may not have to be rewritten in part or as a whole. This is a gruesome task for any game master to do, especially as the players are allowed more freedom to change history and travel further back. This said, time travel as a means for the players to observe the past can be fitted quite easily, mechanically speaking. The impact on the campaign setting is minimal, whereas the players get to experience an era otherwise inaccessible to them. However, it can sometimes be frustrating for players, since this is a basic form of railroading (the PCs can't change anything), and is discouraged from RPGs in general. |