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I’ll need to play test them, but time travel is something I have never even considered – it could be fun, especially as a way of dealing with back story.
I love the presentation – the PDF looks great – how did you create the cover and do you have a template for the layout etc (I’m working on a renaissance steampunk rule set and would love to have it look as good)
Thanks for the compliment.
If you get a chance to play test any of these rules, please let me know how it went.
As for the presentation – I worked hard to try to make it look good. For the cover, I did it all in Photoshop. First I used Google to find an old book cover and worked it over with colors and contrast. I added the Pearls. Then I found the time travel spiral and lightning and overplayed that. I found a copy of the Dungeons and Dragons logo and placed it with a dark outer glow. I used Photoshop Text for the rest. For the rest of the document, I wrote the text in Word and used Microsoft Publisher to format it all. I am afraid that I don’t have a template that I can share. I just fiddled with it until I got it to look the way I wanted it to. These D&D things are all I have ever used Publisher for so I am afraid that I am a long ways from being an expert with it. Everything that I try to do, I have to figure it out as I go along. I would be glad to send you the original Publisher document if you think it would help.
When you finish your Steampunk rule set, please post it somewhere and let me know so I can post a link to it here. I have never played a Steampunk game, but I really like the genra.
Thank you so much for the rules. They really help with the campaign I have been running, however I have a question about paradoxes and PCs fighting themselves.
So I want my party to get stuck in a situation in which they kill a group of cultists at an alter. They then proceed on with their adventure but later have to disguise themselves as cultists in order to achieve a goal in the past. (Time travel involved) It is at the same alter that they are attacked by a mysterious group that rushes in (themselves from the past) In this situation, I want their past selves to defeat their current selves before they realize that they are both parties.
My question is how do I prevent them from recognizing that they are both parties? Or more complicated still, how do I prevent the cultist PCs from recognizing their past selves?
Thank you again!
My first thought is: Why are you being so mean to your Players?
Have you decided on how this paradox will resolve itself? If all goes as you plan, the only solution that I can think of is for their characters to be removed forever from history. Everybody rolls up new characters and starts over. Do you really intend for them to not recognize their former selves and be defeated by them?
Now to your question. Assuming you have a good reason to do all of this; Perhaps the PCs walk up to the alter. Part of their disguise is a medallion or some other holey/unholy symbol. Unknown to the PCs – when anyone comes near the alter with one of these items, it causes them to lose all memory of everything in their past that was not done in service to this god. This only last until they move away from the alter, 100 feet (or however far away it needs to be to include their combat area).
I am sure that you can think of other options, but my main idea is to erase the PCs memory for a few minutes so they won’t recognize themselves – doubly hard because they will also remember attacking the cultist that they now are disguised as.
But – are you sure they won’t recognize themselves the first time? Even if disguised, I would think they would recognize themselves, especially if they searched the bodies. And why are you so sure the PCs will defeat themselves? If the disguised cultist are their future selves, they may even be higher level versions of themselves, making it even less likely.
Good luck with this campaign. Let me know how you resolve it.
Have you considered putting it on DMsGuild.com?
I haven’t given it much thought. Why do you ask?
I just found the article hard to find, but very good. If it was posted elsewhere it might get more exposure and the like.
I actually found the PDF while surfing, and after reading it had to go find where it came from to see if it was the latest edition.
I have never put anything on DMsGuild.com I can see that I can still make them free, which I think is important. If you are familiar with the site can you tell me how, if you found this pdf file on DMsGuild.com, you could tell that it was the latest version? Wouldn’t you still have to “go find where it came from to see if it was the latest edition”?
If there is an easy answer to this question I may do as you suggest. I have several things that I could put there (refer to the “Downloads” tab at the top of this page) if there is a way to link back to this blog, or some kind of version tracking that I am overlooking.
Perhaps I need to create edited versions of the PDFs to include a link back here on their first page.
I have no idea where I originally found your article. DMsGuild was one of the places I searched when I was looking for something like it though. I found it with luck and keywords on google in the end.
I have gotten things from them, but not having any writing talent have never posted anything on there.
I believe having a link in your PDF files back to your site would be a great way for people to find your site. And also when looking for the latest version of anything you write.
Sorry I can’t be of any more assistance.
Thank you for taking the time and trouble to help me with this. I am glad that you like my time travel rules. Let me know if you use them in your game, what worked and what didn’t.
As for DMsGuild, I will keep that in mind and may indeed put some of my stuff on that site some day. Thanks again for the suggestion.
Just a quick question/clarification; timereaver on page eight has some pretty clostly (and probably heavy) components. Since they are listed with a price, they are required according to 5e rules, even if you are using a focus etc. the question is, was it I tended that they are needed but not consumed as the spell is currently written?
The material components are consumed when the spell is cast. Looking at it now, 10,000 gp does seem a little excessive. My intention was to make casting the spell a rare and costly occurrence. Feel free to change this spell (or any of the others) as you deem necessary to fit in better with your campaign. 1,000 gp might be more reasonable. By the time your characters are of a level to cast 8th level spells, they should be able to afford to spend 1,000 gp on a spell from time to time.
However, if you want to make time travel common and easy, you could make this a lower level spell and remove the material component entirely. Another option would be to let them have a magical item that functions as a timeweaver spell. It could have a set number of charges, or some restriction as to how often it could be used (once a day perhaps).
Good luck with your game.