JohnnFour

Internal Time Travel Consistency? It’s Timey-Whimey Ball!

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“Theorizing that one could time travel within his own lifetime, Doctor Sam Beckett stepped into the Quantum Leap accelerator – and vanished. He awoke to find himself trapped in the past, facing mirror images that were not his own, and driven by an unknown force to change history for the better. His only guide on this journey is Al, an observer from his own time, who appears in the form of a hologram that only Sam can see and hear. And so Doctor Beckett finds himself leaping from life to life, striving to put right what once went wrong and hoping each time that his next leap… will be the leap home.”
Quantum Leap Opening

Over at RoleplayingTips it was suggested; You might as well roll on a table to see what happens next. Well, that’s sounds like a challenge to TheRandomDM. Because yes; We love to roll on a table to see what happens next. And as you might have gathered from the leading quote, the Tip was in regards to Time Travel, and how to run a Time Travel Campaign that had internal consistency. Well my Consistency is the Timey-Wimey Ball. And you can take that continuity knot, because armed with the “Wild Stallion Rule”, the “ME Squad”, and “Future Google” I’ll “Superman Spin”, the crap out of your “You Can’t Fight Fate” Timeline.
1d8 Episode Trope
1 You Can’t Fight Fate
Characters go to the future! They must get back to their own time and prevent the future from going horribly horribly wrong.
2 Set Right What Once Went Wrong
Characters go to the past! Again, this is usually to “fix” the future- that is, the characters’ “present.”
3 Make Wrong What Once Was Right
Characters go to the past! But… not to fix the present or future. They want to change the events in some way, to favor themselves or their employer.
4 Stable Time Loop
Characters go to the past! And in the past, they turn out to be responsible for the events that led to their “present.”
5 Reset Button
The characters go through a world of crap, or somebody “changes history”, and they resort to time travel to fix it.
6 Trapped In the Past
The characters are stuck in another time with no way of return and must choose between quietly living out their lives without changing history or working to change the world to their (and the natives’) benefit.
7 Alternate Universe
The characters time-travel has split their universe in twain. There’s the universe they’re in (that’s they’ve “changed”) and the universe they’re not in.
8 Temporal Paradox
Characters go to the future! Upon returning to the past, they are able to fight fate and prevent the events of the future from occurring.
1d6 Temporal Mutability
1 You Already Changed the Past
Past, present, and future are an immutable whole. Consequently all time travel to the past results in the creation of a Stable Time Loop, by virtue of the fact that the past—including the interference of all those time travelers—already happened.
2 Enforced Immutability
In theory, the past could be changed, but some force stymies anyone who tries. Maybe Time Police or Clock Roaches menace anyone who violates the Temporal Prime Directive, or maybe the past can only be visited via Intangible Time Travel.
3 Rubber Band History
Time is mostly immutable, like a wide river following a well-worn path. Travelers can make changes to the past, but these changes inevitably get smoothed over by the passing years.
4 Temporal Balancing Act
There’s no rubber band, so there’s nothing to prevent you from making major, permanent changes to the past if you want to. But at the same time, it’s possible for a conscientious time traveler like yourself to leave the past exactly as you found it.
5 Temporal ChaosTheory
The Butterfly Effect is in full force. Simply by being in the past in the first place, you alter the past, both overtly and in ways too subtle to notice. And these changes inevitably snowball, eventually rendering the Present or Future (almost) completely unrecognizable.
6 Branching Timelines
Your time-traveling causes a new timeline to split off the original, and both timelines exist (if only temporarily) as Alternate Universes of each other.
1d8 Temporal Tricks
1 Wild Stallion Rule
Anything you need to have at hand, is at hand. Be Excellent, Ted!
2 Future Google
Or could it be a Future Bing Decision Machine? Got a question? The Future has your answers
3 Instant Guitar Lessons
Much like Future Google, if you need a skill you can train yourself in the future or the past, and be instantly proficient
4 Me Squad
A single thought or a note can send all your future selves to be your cavalary. Woe be the time traveler who can’t call on the Me Squad
5 The Ouch Idea!
Let’s say you have a rectangular block. It’s three units tall, one unit deep, and one unit wide. You flip it over. Now it’s one unit tall, one unit deep, and two units wide. Now add time the 4th Dimension
6 This is my Boomstick
Future Tech is indistinguishable from Magic
7 Time Traveler’s Immortality
If it’s not an instant-kill, there’s a way around it
8 Tomorrow’s Tech Today
Quantum Death Gun? Check. Chameleon forcefield that stops everything? Check. Anything that is more powerful than what you have? It’s in my dimensional hole of goody stuff.
1d4 Time Line Laws
1 Can’t Take Anything With You
2 Hitlers Time Line Exemption
3 Never the Selves Shall Meet
4 Only One Me Allowed Right Now

1d6 Time Travel Methods
1 Superman Spin Control
2 Faster Than Light Travel
3 Black Hole Travel
4 Einstein-Rosen Bridges
5 Unobtanium Material
6 The Great handwavey Device

Rites of Passage of the RandomDM

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Due to the EPIC move of the RandomDM, my regular posting schedule has been interrupted.  The plan had been to post this shortly after the Death Rites table, but it is a little more poetic that at the beginning of the month I posted Death Rites during the Life and Death in RPG Carnival blog, and at the end of the Month I post this, the positive side of Life; Life Events.

When you want to add a little more flavor to a small town or a religious order, or a culture one of the best things to design is a rite of passage, and how it affects their lives.  Take for example Catholicism, Baptism and Confirmation are celebrated events.  In Judaism the Bris and Bar Mitzvah are the same.  In Indian culture Betrothal is a celebrated event.  These define the culture and actions of a group of people.

An event like Marriage is a lot more complex then should be limited to one simple custom.  In these cases I would suggest breaking the ceremony into acts.  Roll on the tables of mood, length, and customs for each act of the ceremony.  This adds an interesting complexity and can provide some difficult theoretical exercise on how you have a wild and chaotic sacrifice during the second act of a marriage.

1d12 Life Events 1d6 Mood
1 Birth 1 Festive
2 Entering Covenant with God (Think Baptism, Bris) 2 Somber
3 Surviving too Childhood 3 Strict
4 Induction into Religion (Bar Mitzvah, Communion) 4 Chaotic and Wild
5 Sexual Maturation 5 Celebatory
6 Apprenticeship 6 Mournful
7 Coming of Age
8 Marriage
9 Birth of Child
10 Aging from Adult to Elder
11 Leaving Home
12 Betrothal
1d8 Participants 1d4 Length of Rite
1 Immediate Family 1 d6 x 10 minutes
2 Extended Family 2 1 Day
3 Religious Group 3 1d6 hours
4 Community Members 4 1d6 Days
5 Guild Members
6 Strangers
7 Male Members (of 1d6 Participants)
8 Female Members (of 1d6 Participants)
1d10 Customs
1 Giving of gifts
2 Symbolic Destruction of previous life
3 Animal Sacrifice
4 Feast
5 Dance Ritual
6 Processional through Community
7 Symbolic Rebirth
8 Prayer
9 Reading of Ceremonial Texts
10 Secret Induction Rite

Burial Customs of the RandomDM

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RPG BLOG CARNIVAL this month is focused on Life and Death in RPG.  The Contribution here at the RandomDM is simple and inspired.  A random table to quickly create and inspire death rites for your games.  Talk circles around how festivals and holidays can add depth and breadth to your game.  So can the simple act of death. 

The act of celebrating death has given us three of the Wonders of the World.  The Pyramids, the Taj Mahal, and the Mausoleum of Halicarnassus.  It has given us stories of great deeds and games leading to establishment of gladiatorial combats. 

So here it is, a table that can help you easily and quickly come up with funeral rites for your game.

2d4-1 GRAVE TYPE 1d6 MOURNING PERIOD
1 Set out to sea 1 1d10 Days
2 Mausoleum 2 1d6 x 10 Days
3 Tomb 3 1d4 Weeks
4 Grave 4 1 Year
5 Crypt 5 7 Days
6 Left out to the element 6 1d4 Months
7 Under a tree    
       
1d8 BURIAL GOODS 1d4 LENGTH OF SERVICE
1 Household Goods 1 d6 x 10 minutes
2 Trinkets 2 Day
3 Food 3 1d6 hours
4 Jewelry 4 1d6 Days
5 Furniture    
6 Spouse    
7 Pets    
8 Armor/Weapons    
       
       
1d10 CUSTOMS
1 Interred in a site no more than 1 hour journey from the location of death
2 Body remains in the home of the deceased until immediately before service
3 Remains are oriented towards the ‘Holy Site’
4 Ritual washing of the body
5 Watchers stay with the body around the clock until the service
6 Crying out, wails are expected from the bereaved
7 Animal sacrifice
8 Smoking during a funeral service to keep evil spirits away from the newly released soul
9 Holy symbol must be interred with the remains
10 Offered to a beast for consumption
       
1d8 EXTRAS
1 Buried with Goods
2 Spells for preserving body
3 Release Ceremony, 10 days after the funeral there is a release ceremony to release
  the soul from earth
4 After the mourning period speaking the deads name could summon their soul back
  to earth
5 Destruction of the deceased goods, to release them from earthly bonds
6 Turning of the bones, every 7 years a graveyard is dug up and the bones are danced
  with to shake the remains of the soul off the bones
7 Funeral Games held to distribute the earthly goods of the deceased
8 Feast to celebrate the life and stories hosted by the family to proclaim the greatness
  of the deceased
1d6 FUNERAL PROCESSION
1 The Family carries the remains
2 Animals carry the remains
3 Male members of the family carry the remains
4 Female family members carry the remains
5 Strangers carry the remains
6 None