One of the last frontiers of the OSR is a proper treatment of time travel. By this I partly mean that I am not aware of a set of rules for time traveling adventures founded on OSR assumptions (sandbox, emergent narrative, etc.). And I partly mean that I am not aware of an OSR or OSR-adjacent campaign setting in which time travel is a major element. Am I simply pig ignorant and wrong? (Yes, okay, but am I pig ignorant and wrong about this?) Or am I right to have noticed this gap, and can it be filled?
Fiction has different ways of treating time travel (Google 'species of time travel' and the first hit suggests there are eight), but it seems to me that when it comes to making gameable material - which is, I repeat, founded on OSR assumptions - there are really four roads down which one can go.
The first is Cheat Mode. Here, there is no time travel, strictly speaking, but rather a way to access perfect or near-prefect presentations of the past while remaining in the present. My model for this is the otherwise obscure (and pretty bog average) Alastair Reynolds novel Century Rain, in which in the far future archaeologists who live on Mars travel down to an Earth which is, if I recall, pretty well preserved as it was when a plague of nanobots long ago got loose and basically wiped out all multicellular life. So the archaeologists in question go there to collect artefacts and conduct research while trying to avoid the bot swarms. I may be misremembering the novel or confusing it with another - it's decades since I read it - but the basic idea is I have here described it is I think solid, and can be made more interesting by replacing bot swarms with e.g. demons.
The second is the Time Travel Dungeon. The PCs are specialist time travellers who go back in time to particular periods/locations (the dinosaurs, the belle epoque, the vikings, etc.), try to find treasures, and bring them back to their own time to sell them to collectors. Perhaps each time they do this they create branch timelines; perhaps that is hand-waved; the important point is that it replicates the way in which an OSR campaign classically operates - the only difference being that the PCs are not delving into a tentpole megadungeon or mythic underworld, but the past itself imagined as a dungeon. (You could of course flip this and have the PCs act as specialist time travellers who raid the future to bring useful things back to the past to sell/deploy for nefarious ends - as in the the Star Trek: TNG episode, 'A Matter of Time'.)
The third is Strangers in a Strange Time. Here, the PCs begin in media res, as people from one era who have for some reason found themselves in a different era with no way to get home, and have to make the best of it. This could be because they have gone into exile in a different time, a la Saga of the Exiles (this makes more sense logistically, as it allows dead PCs to be replaced through a vaguely plausible method), or it could be by genuine accident (a group of vikings falls through a time warp and they end up in...the time of the dinosaurs!). Either way, what we are really interested in here is the juxtaposition of PCs and setting.
And the fourth is Time Grenade. Long, long ago ago I played a PC text adventure whose conceit was that time itself had fragmented into shards due to a fight between time-travelling soldiers who had accidentally created irreparable rifts in the timeline. Everything had become jumbled, with the result that it was impossible for the main character in the adventure to develop a coherent narrative. One wouldn't have to go that far; one could instead create a setting that was something akin to that of Rifts - a jumble of different periods of time all bundled together in one geographic location. Romans, Neanderthals, Napoleonic armies and medieval knights all neighbouring one another in different parts of a single hexmap.
The most interesting of these in terms of mechanics is clearly the second, as it would require some inquiry into how time travel itself would work in terms of rules and dice rolls, and this I think makes it the most intrinsically appealing - but YMMV as they used to say on rpg.net.
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I would also like to take the opportunity of this blog post to announce the winner of the Elves = Verbs, Dwarfs = Nouns, Orcs = Adjectives Competition that has been running for the past two weeks or so, in which entrants were asked to transliterate the first verse of the King James Bible ('In the beginning, God created the heaven and the earth') into languages comprising first only verbs, second only nouns, and third only adjectives. The winner, I am pleased to announce, was Andrew Wright, for these efforts:
Elvish: awaiting-first-breathing-created-arises-from-all-impelled-and-all-impelling-and-flung-above-was-unfurled-and-throughout-carpeted-below-rolled-out.Dwarf: Stillness and nothing before the all-maker's forge fires, a newborn air seed, his hammer, herald of our world, womb of stone.Orc: once-dark-empty-wakened-light-full-old-powerful-busy-thoughtful-the-thundrous-high-stormy-after-busy-thoughtful-the-green-bosomed-stony
I was pleased with the rhythmical and poetic quality of the results here, although I think he cheated a tiny bit on the Dwarf one by using a coordinating conjunction. In any case, well done Andrew! Please email me at noismsgames AT protonmail dot com and I will hook you up with your PDF reward.
There's also time loops...
ReplyDeleteThere’s also time loops…
ReplyDeleteCastle Forlorn for AD&D 2e Ravenloft, did it pretty well. It's a flawed module, but not fatally so. I enjoyed running it immensely at the time and I'm still fond of It's non linear setup.
ReplyDeleteIt was filled with classic 'plant an Acorn here, climb a tree there' time puzzles. Good atmosphere.
Never heard of it - Ravenloft almost entirely escaped me. What are some of the time puzzles?
DeleteJeeze, now you're asking. OK, so the castle exists in three time periods, with each room having a write up in three eras, each radically different. Also time is progressing in each of the three time periods.
DeleteI recall stuff like PCs exploring a ransacked room and coming across skeletons pinned beneath rubble. There's no treasure. By going back in time , they are able to do the ransacking and get a jump on the looters (assuming it wasn't them in the first place--and of course it was).
I recall another with a half finished map in one age, being finished in a future period---with PCs being able to note down future map details and once more travel backwards to find a secret door.
Paradoxes were addressed...I don't recall how. We had fun with them though.
Lots of stuff like that. It was years ago, but I was tickled. I'd say it's an over looked module, since Ravenloft has a somewhat spotty 'story game' reputation. This bucked the trend and would be of interest to OSR heads.
Man, I love that idea. I might have to download it.
DeleteI've always been intrigued by the idea that time travel might be fairly accessible, but only in specific fixed intervals-- say, you can only make jumps of exactly one thousand years to the day. you could have, say, a civilization recovering from a centuries-long catastrophe of mysterious origin send people back to before the catastrophe started in an attempt to understand what happened and maybe prevent it, but it'll be another couple centuries before we can approach "day 0" of the catastrophe itself...
ReplyDelete"I've always been intrigued by the idea that time travel might be fairly accessible, but only in specific fixed intervals"
DeleteIt's certainly the only way I've ever thought of to achieve what to me seems the main draw of a game featuring time travel, that is a sense of meaningfully exploring the same locations at different points in time. A city setting, for example, with major locations detailed at points 100 years apart over a millennium, formatted so that changes by players to a location in one time are easily carried forward into the DM notes for later times, and an NPC relationship chart for each era with their ancestry and influences formatted the same way... my plans for such a game have never gotten beyond the vague note-jotting stages.
There may be a way to use Microscope for this.
DeleteMicroscope has an official hack/release that deals with time travel and altering history. I think it’s called Microscope ECHO
DeleteCongratulating-contested-won-translating, er... Nope, brain hurts. Well done to the winner.
ReplyDeleteOn time travel, the only version of this I've ever run or played is the lost world cheat mode, delving into long-sealed under-realms of archeotech etc, which I think could apply to a decently large chunk of all OSR-style gaming.
Are you suggesting that OSR gaming needs a mechanical framework/ruleset for timey-wimey shenanigans, or something more conceptual?
Both!
DeleteJust remembered I had the late AD&D Chronomancer sourcebook on my shelf. I don't think I've cracked the spine of that in at least 20 years, but I shall report my findings...
ReplyDeleteI have never even heard of that. Do report.
DeleteThere’s also time loops…
ReplyDeleteThere's also time loops...
ReplyDeleteI think you're right that you could fit time travel into a traditional OSR campaign by treating the past (or future) as another country that occupies the same conceptual space as a dungeon. To be sure, this perks up traditional questions like "how do we get from town to the dungeon" and "are other people from town also exploring this dungeon". However, power fantasy should not be neglected in the OSR mix, and for me the attraction is that at level 1 my chronomancer will have a cantrip that lets me go back in time one round to make sure the potion I want is at the top of my backpack, while at name level I will command spells to make it so that my enemies were never born. This fantasy isn't really fulfilled if my time travel spells are just the equivalent of planar travel spells, a way to get to a different place. I think that embracing limitations, like Cpt. Crowbar's idea of fixed intervals, is useful in helping with predestination railroad issues. What if there are only as many alternate ways things could happen as there are ways to enter the dungeon? Running this would be like letting the players advance a "mirror image" party through each entrance, one round at a time, and then cast spells to change which of the mirror images turns out to be real.
ReplyDeleteWhat you're describing sounds a bit like what Continuum was driving at. Great ideas, but very hard to implement.
DeleteThere’s also time loops…
ReplyDeleteThere’s also time loops…
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ReplyDeleteYour dedication to this is impressive!
DeleteTo close the time loop you just need to live a good life and get Andie Macdowall to fall in love with you
DeleteThere’s also time loops…
ReplyDeleteThere’s also time loops…
ReplyDeleteThere’s also time loops…
ReplyDeleteThere’s also time loops…
ReplyDeleteCan we sort the grammar on this time loop? It's 'There are', not 'there is'. Or, to be colloquial 'there're'.
DeleteNo beef, but it kept popping up and I finally had to say something. Stay loopy!
The Companion D&D module CM6 Where Chaos Reigns (by the UK TSR design team) features a sort of Time Travel Dungeon where the PCs are tasked with visiting different periods in a pocket world's history and making sure a malevolent alien/machine race don't destroy the natural fantasy/magic of the setting and replace it with something more brutally dystopian.
ReplyDeleteThere’s also time loops…
ReplyDeleteThere’s also time loops…
ReplyDeleteThere’s also time loops…
ReplyDeleteThere’s also time loops…
ReplyDeleteThere’s also time loops…
ReplyDeleteCan we sort the grammar on this time loop? It's 'There are', not 'there is'. Or, to be colloquial 'there're'.
DeleteNo beef, but it kept popping up and I finally had to say something. Stay loopy!
Whilst not directly time travel, Thulian Echoes has the nice concept of players running through a dungeon in the past with pregens. Any changes they make and maps drawn etc are then found by the PCs as a "treasure map". PCs can traverse the changed dungeon in the present.
ReplyDeleteThat's a cool idea.
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