Re: Time Travel?
There are three ways to look at backwards time travel (forwards is actually possible in physics).
Stiff time and Flexible Time or just some midpoint.
1.) Stiff Time: Pretty much what Azraile was talking about. Just the act of backwards travel either creates an alternate timeline or forever alters the future. The further back you go w/ this type of time the worse things are. Even minor changes cascade into massive consequences. And the longer you're there, the worse it gets. As a game, I agree w/ Azraile, not much fun. Rather than this type of time game go with another or do a "Sliders" type RPG. With Stiff time, the first time time machine was used it would likely destroy the future that had the machine.
2.) Flexible Time: The opposite of Stiff Time. Time itself has an 'autocorrect' function. Say you kill Hitler, someone else very similar takes his place. Some of the small details are different, but the major result is the same. The further back you go in time, the less chance you have of making any real change. There will just be less effect noticeable when you get back. Imagine time like a large pool with your 'starting point' at one end and the beginning of the earth at the other. Your changes to time itself are like throwing small rocks into the pool. The further away from your 'end' the rock is tossed the smaller the ripple will be at your end. Like the other one, not particularly playable, but for different reasons. This doesn't make a fun game because whatever they do, doesn't really matter. Time travel would mostly be the province of researchers and professors. The odd criminal trying to snag artifacts or make his family rich. You might do a game or two with terrorists trying to pull off major changes, but that will quickly stretch credibility.
3.) Mix Time: This is where you have a truly playable 'zone' of time travel. Consequences of travel can happen. Time travel isn't as futile as with FT and isn't as game ending as with ST. This is where everything else comes into play.
The Rules of Travel
You need to come up with some very hard and very strict rules of how time travel works and how people deal with it.
1.) The range of travel. Is there a minimum 'distance'? This might be a good idea, as most time travel games really require some sort of adversary to really have playability. Most of the believable bad guys would only want to use the machine to go back a few years or possibly days to commit their time crime if it were possible. It makes the most sense from a criminal prospective. You have the most reliable info. My suggestion for this and other reasons is to not cross time streams. Hence, a safe "minimum" distance. Too far back, and you start putting a huge burden on yourself as the GM. I certainly wouldn't want to think about how the world was changed if the PC's can't stop the murder of baby Alexander the Great.
2.) As a rule, the time machine itself is either a time AND space machine or it's a fixed device that can manipulate people with some sort of tracking device.
3.) How accurate is it? The more accurate the machine is, the more potential abuse you can have of it. That works both ways. It makes the villains harder to stop and the PC's able to screw up a whole adventure because the realize they just need to show up before the bad guys.
4.) Other rules of time travel. Look at any time travel movie, show, or book for these. Doctor Who has "Fixed Points in Time". Things that are just immutable, period. Quantum Leap had the traveler taking over the body of a person. Maybe you can't even speak of the future. Maybe you don't even REMEMBER you are from the future, just have a vague idea of your mission.
5.) Don't cross the streams. I can't stress this enough. Time travelers can NOT be allowed to meet themselves. Paradox galore here. "Damn, Joe died on that last mission, let's travel back and give ourselves some fire support!" Not only does this introduce MASSIVE paradoxes, you can end up with a whole campaign of the players going back to fix every little error they made. And if they can do it, so can their enemy. You would end up with whole armies that are comprised of only 5 people on each side. You are going to have to figure out the why's and how's of it not working and the results if someone tries. Don't budge an INCH on this one.
There are many other points, but those are the main ones. Another way around all the possible paradoxes is that time travel backwards goes only back to the beginning of the invention and construction of the first machine. You end up with just a future version of the game this way, but have much more flexibility with it.
Playing a time travel game or running one will be a hugely difficult thing. You are basically going to need to either have a LOT of set in stone rules or be a history major that can instantly give people an idea of the results of the English winning the Battle of Hastings, Hitler learning from the mistakes of Napoleon in Russia, the French not agreeing to the Louisiana Purchase, and so on.