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"Realistic" is a very weird thing to shoot for in your average time travel story. There's no reason to think that time travel is even ''possible'' in real life. Rather than realism, the aim is more for ''consistency''; it's important that [[MagicAIsMagicA the rules of time travel make sense]]. But this makes time travel stories tricky to write. Too far in the direction of consistency, and you risk hopelessly confusing the audience as they try to wrap their heads around the mess of causality you've made (i.e., unintentional plot holes will become more obvious to the viewer). Too far in the opposite direction, with no consequences for casual time travel, and you risk OpeningACanOfClones--the audience won't even ''care'' about anything that happens in your plot if they suspect that a time-traveler can just change it freely in the future. ([[TimeTravelTenseTrouble Or in the past.]])

to:

"Realistic" is a very weird thing to shoot for in your average time travel story. There's no reason to think that time travel is even ''possible'' in real life. Rather than realism, the aim is more for ''consistency''; it's important that [[MagicAIsMagicA the rules of time travel make sense]]. But this makes time travel stories tricky to write. Too far in the direction of consistency, and you risk hopelessly confusing the audience as they try to wrap their heads around the mess of causality you've made (i.e.(e.g., unintentional plot holes will become more obvious to the viewer). Too far in the opposite direction, with no consequences for casual time travel, and you risk OpeningACanOfClones--the audience won't even ''care'' about anything that happens in your plot if they suspect that a time-traveler can just change it freely in the future. ([[TimeTravelTenseTrouble Or in the past.]])
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"Realistic" is a very weird thing to shoot for in your average time travel story. There's no reason to think that time travel is even ''possible'' in real life. Rather than realism, the aim is more for ''consistency''; it's important that [[MagicAIsMagicA the rules of time travel make sense]]. But this makes time travel stories tricky to write. Too far in the direction of consistency, and you risk hopelessly confusing the audience as they try to wrap their heads around the mess of causality you've made. Too far in the opposite direction, with no consequences for casual time travel, and you risk OpeningACanOfClones--the audience won't take ''anything'' that happens in your plot seriously if they think a time-traveller can just change it freely in the future. ([[TimeTravelTenseTrouble Or in the past.]])

to:

"Realistic" is a very weird thing to shoot for in your average time travel story. There's no reason to think that time travel is even ''possible'' in real life. Rather than realism, the aim is more for ''consistency''; it's important that [[MagicAIsMagicA the rules of time travel make sense]]. But this makes time travel stories tricky to write. Too far in the direction of consistency, and you risk hopelessly confusing the audience as they try to wrap their heads around the mess of causality you've made. made (i.e., unintentional plot holes will become more obvious to the viewer). Too far in the opposite direction, with no consequences for casual time travel, and you risk OpeningACanOfClones--the audience won't take ''anything'' even ''care'' about anything that happens in your plot seriously if they think suspect that a time-traveller time-traveler can just change it freely in the future. ([[TimeTravelTenseTrouble Or in the past.]])
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"Realistic" is a very weird thing to shoot for in your average time travel story. There's no reason to think that time travel is even ''possible'' in real life. Rather than realism, the aim is more for ''consistency''; it's important that [[MagicAIsMagicA the rules of time travel make sense]]. But this makes time travel stories tricky to write. Too far in the direction of consistency, and you risk hopelessly confusing the audience as they try to wrap their heads around the mess of causality you've made. Too far in the opposite direction, with no consequences for casual time travel, and you risk OpeningACanOfClones -- the audience won't take ''anything'' for granted in the story if they think a time traveller can just change it freely in the future. ([[TimeTravelTenseTrouble Or in the past.]])

to:

"Realistic" is a very weird thing to shoot for in your average time travel story. There's no reason to think that time travel is even ''possible'' in real life. Rather than realism, the aim is more for ''consistency''; it's important that [[MagicAIsMagicA the rules of time travel make sense]]. But this makes time travel stories tricky to write. Too far in the direction of consistency, and you risk hopelessly confusing the audience as they try to wrap their heads around the mess of causality you've made. Too far in the opposite direction, with no consequences for casual time travel, and you risk OpeningACanOfClones -- the OpeningACanOfClones--the audience won't take ''anything'' for granted that happens in the story your plot seriously if they think a time traveller time-traveller can just change it freely in the future. ([[TimeTravelTenseTrouble Or in the past.]])

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A time travel story can simply use time travel as a vehicle to get the hero to the AdventureTowns, or the {{phlebotinum}} involved can be a key plot driver. No matter what story type the hero is going to need a TimeMachine or TimeMaster to get around. Time Travel stories seem to fall into several categories:
# YouCantFightFate: When the ''first'' journey involves going into the ''future''. They must get back to their own time and prevent the future from going horribly horribly wrong. Sometimes they can't, in which case they've just created a...
# StableTimeLoop: Characters go to the past! And in the past, they turn out to be responsible for the events that led to their "present." In other words, YouAlreadyChangedThePast. This is similar to YouCantFightFate, but now in the past's present instead of the future.
** Includes cases of the WaybackTrip.
# SetRightWhatOnceWentWrong: When the first journey is into the past. Again, this is usually to ''fix'' things - that is, the characters' 'present'. It can involve correcting a TemporalParadox. Remember, Hitler has [[HitlersTimeTravelExemptionAct Time Travel Exemption]]. Of course even if time travel does get invented, let's not demand perfection.
** SetWrongWhatWasOnceMadeRight: Of course, fixing ''anything'' in the past always seems to go awry and result in ''worse'' problems such as a BadFuture, an infestation of ClockRoaches, or TheEndOfTheWorldAsWeKnowIt caused by a TimeCrash. [[StatusQuoIsGod The inevitable course of action]] is to go back again and undo all those changes you worked so hard to make.
** MakeWrongWhatOnceWentRight: See above. But... not to fix the present or future. This is the job of the bad guy, who has selfish reasons that favour themselves or their employer. It can create a BadFuture, but it can also cause the...
# TerminatorTwosome: Both of the above at once; a villain goes back to change the future in their favour, and a hero follows to put a stop to it or correct it.
# TemporalParadox: ''Now'' it gets complicated...
** Characters go to the past! In the past, they change history: If they do so by accident, it well may end the story with a KarmicTwistEnding; alternately, it will set the ''real'' plot in motion by requiring the characters to SetRightWhatOnceWentWrong.
** On the other hand, they may have set out to change history intentionally, so that the events that create their future/present -- and, thus, the conditions that prompted them to go back in time -- never happened; basically the same set up as above, but without the initial "accident."
** Characters go to the future! Upon returning to the past, they ''are'' able to fight fate and prevent the events of the future (seeing which prompted them to try to prevent the events of the future in the first place) from occurring.
# ResetButton: The characters go through a world of crap, or somebody "changes history", and they resort to time travel to prevent it. If they succeed, the time-line fixes itself and the characters awaken having no knowledge that anything was ever different. Occasionally, [[RippleEffectProofMemory only the time-travelers remember]] -- at least, the ones who were alive at the point of fix. If they don't succeed, the series has just received a ReTool or StoryReset.
# TrappedInThePast: The characters are stuck in another time with no way of return (a.k.a. forced to take TheSlowPath) and must choose between quietly living out their lives without changing history or [[GivingRadioToTheRomans working to change the world]] to their (and the natives') benefit. Or they might just rely on YouCantFightFate and its relatives, and let history get on with making itself.
# AlternateTimeline: The characters' time-travel has split their universe in twain. There's the future they're in (that they've "changed") and the future they're not in (the "old" universe that wasn't changed). They will probably never be able to return to their old universe.
# TimeyWimeyBall: When any of the above can be invoked to suit the plot.

No matter what the variation, if there's a scientist or scholar in the group, he'll be [[ReluctantMadScientist giving warnings]] about the TemporalParadox risk. And every trip risks an encounter with the ButterflyOfDoom or accidentally leaving behind a TimelineAlteringMacGuffin. Because OurTimeTravelIsDifferent, the time-traveler can experience a variety of experiences when travelling in time. For example, the three major types treat time as the fast-forward or rewind buttons on your remote, a tunnel that you or the machine travel through, and instantaneous (temporal) teleportation.

Time travel is also a very large source of [[MindScrew Mind Screws]]. This is because the human mind is used to one-way time; cause and effect requires it. In two-way time, the entire human logic system has to be thrown out. Note that the StableTimeLoop and AlternateUniverse (when done properly; i.e., the time-traveler(s) can never get back to the first universe) resolutions are the only ones even ''slightly'' logically consistent with typical ideas of causality, so stories wishing to be more "realistic" should favour these.

Stories not wishing to be "realistic", of course, can just ignore the whole TemporalParadox thing for some reason. Maybe the time-travelers have RippleEffectProofMemory or otherwise get to ignore their own pasts making them immune to changes in the timeline - although theoretically seeing as they've just been subjected to the impossible, their bodies and minds might be different anyway now. After all, it's not like we actually know what will happen, right? [[MindScrew Right]]?!

Even less sensibly, time travel may run on SanDimasTime or display a GroundhogDayLoop. See TemporalMutability for the very tricky problem of ''how'' (or even ''if'') you can change the future or the past. Also see MeanwhileInTheFuture and WhatYearIsThis.

See OpeningACanOfClones for what may result from careless misuse of these tropes.

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A Time travel is a very versatile plot device. It can range from simply a device for moving TheHero from one AdventureTown to another, to a driver of the plot in itself as the characters try to understand the [[ItRunsOnNonsensoleum Nonsensoleum]] behind it. But broadly speaking, time travel story can simply use time travel as a vehicle to get the hero to the AdventureTowns, or the {{phlebotinum}} involved can be a key plot driver. No matter what story type the hero is going to need a TimeMachine or TimeMaster to get around. Time Travel stories seem to can fall into several the following categories:
# YouCantFightFate: When The heroes go to the ''first'' journey involves future, only to find a BadFuture where bad things will happen if things keep going into the ''future''. They must get back way they are in the present. So they return to their own time and resolve to prevent the future BadFuture from going horribly horribly wrong. Sometimes happening. They may or may not be successful, and if they can't, in which case they've just created a...
aren't, it's because, well... YouCantFightFate.
# StableTimeLoop: Characters The heroes go to the past! And in past, only to realise that they can't actually change anything. Even if they interact with the past, they turn out to be responsible the timeline has already accounted for the events that led to their "present." In other words, it because YouAlreadyChangedThePast. This is similar to Sometimes it's because YouCantFightFate, but now in the past's present past instead of the future.
** Includes cases of
future. Other times, it's a WaybackTrip: the WaybackTrip.
heroes go to the past, realise that history is different from what they thought it was, and then change it so that it conforms to what they "know" as history -- they ''think'' they "changed the past", but history already accounted for their actions.
# SetRightWhatOnceWentWrong: When The heroes go to the first journey is into the past. Again, past, this is usually to ''fix'' time because things - went wrong in the past and they want to change it to make a better "present". But there are a few variants of it:
** MakeWrongWhatOnceWentRight: The ''villains'' go to the past to change it so
that is, the characters' 'present'. present is better for ''them''. Better for the villains, obviously, is bad for the heroes. It can involve correcting result in a TemporalParadox. Remember, Hitler has [[HitlersTimeTravelExemptionAct Time Travel Exemption]]. Of course even if time travel does get invented, let's not demand perfection.
TerminatorTwosome, where the heroes ''follow'' the villains back to the past to try and stop them from changing it.
** SetWrongWhatWasOnceMadeRight: Of course, fixing ''anything'' in Sometimes, if you go back to the past always seems to try and make it "better", you end up making it worse, either by accidentally making a BadFuture, invoking a TemporalParadox or TimeCrash, or drawing the ire of the ClockRoaches. If this happens, the heroes have to go awry back to the past and result undo their own changes, which [[StatusQuoIsGod returns everything to how it was]].
** HitlersTimeTravelExemptionAct: Sometimes, the story makes it impossible to go back
in time and stop a RealLife bad thing from happening. Either it makes things worse (''e.g.'' the past villain is replaced with an even nastier entity, the present loses technological and social advancements spurred by the past conflict), or time itself will prevent you from doing it. In any event, you can't go back in time, kill Hitler, and prevent UsefulNotes/WorldWarII from happening.
# ResetButton: Something happens that changes the present, and the heroes go back to the past to prevent that thing from happening. If they succeed, everything snaps back to normal without any further intervention. Nobody will even remember that anything was ever different -- not even the time travellers themselves, unless they have RippleEffectProofMemory.
# TrappedInThePast: The heroes go back to the past and get stuck there. They now have to figure out a way to get back to the future. If they can't, they have to choose between living a quiet life and trying not to interfere with the past, or [[GivingRadioToTheRomans using their future knowledge to make the past better]]. Or they might discover that they're in a StableTimeLoop and can't change anything even if they wanted to. Either way, they ''might'' make it back to the present if they take TheSlowPath.
# AlternateTimeline: The heroes go back to the past and change it such that the universe splits in twain. It's a distinct separation from a StableTimeLoop in that the future will ''always'' be different because of the intervention of time travellers. Whether those time travellers can return to their "original" timeline or are stuck in the alternate one depends on the work.
# GroundhogDayLoop: The heroes relive the same bits of the past, over and over and over again. They have to find a way to break out of the loop and start moving forward in time again, often while using what they learned from experiencing that bit of the past so many times.
# SanDimasTime: The heroes go back to the past and have a time limit before something bad happens in the future. Normally this doesn't make any sense -- presumably, you have until ''the future'' to prevent something bad from happening in the future. But in this kind of story, there's some mechanism or other that will prevent the heroes from fixing the future after a certain amount of time in the past. Sometimes this is because of a DelayedRippleEffect -- the timeline has already been changed, but the change hasn't "caught up" with the heroes yet and they can still work to fix everything before the change catches up with them and prevents them from acting further. Either way, it allows a time travel story to have a RaceAgainstTheClock.
# TemporalParadox: If you thought all that was complicated, you ain't seen nothin' yet:
** The heroes go to the past and successfully change history. Only problem is that they've broken causality -- they've changed the past so much that it becomes impossible, in the future, for them to even come to the past. This could lead to TheEndOfTheWorldAsWeKnowIt and the heroes having to SetRightWhatOnceWentWrong. Or it could lead to the heroes [[RetGone jeopardising their own existence]].
** The villains go to the past and successfully change history -- [[GoneHorriblyRight a little too well]], as they end up [[RetGone erasing themselves from existence]] or making the future
''worse'' problems such as for them in a BadFuture, an infestation of ClockRoaches, or TheEndOfTheWorldAsWeKnowIt caused by a TimeCrash. [[StatusQuoIsGod KarmicTwistEnding.
**
The inevitable course of action]] is heroes go to go back again the future and undo all those changes you worked so hard to make.
** MakeWrongWhatOnceWentRight: See above. But... not to fix the present or future. This is the job of the bad guy, who has selfish reasons
find out that favour themselves or their employer. It can create a BadFuture, but it can also they ''can'' fight fate. So they resolve to prevent the BadFuture from happening -- except that the only thing that would cause the...
them to want to do that is seeing the BadFuture to begin with.
# TerminatorTwosome: Both TimeyWimeyBall: Any of the above may be in force at once; a villain goes back to change any given time.

As you can see, these stories depend in part on
the future in their favour, and a hero follows to put a stop to it or correct it.
# TemporalParadox: ''Now'' it gets complicated...
** Characters go to the past! In the past, they change history: If they do so by accident, it well may end the story with a KarmicTwistEnding; alternately, it will set the ''real'' plot in motion by requiring the
many variants of TemporalMutability. The characters might expect a certain change to SetRightWhatOnceWentWrong.
**
be possible when it really isn't, and vice versa -- in so doing, they may be WrongGenreSavvy and think they're in one type of story when they're really in another.

Whichever time travel plot you're working with, there are a few near-universal elements that you find across time travel stories:
* A mechanism by which to travel through time, usually a TimeMachine. Since time travel is as speculative as SpeculativeFiction can get, it usually runs on AppliedPhlebotinum. There are [[OurTimeTravelIsDifferent many different ways to travel through time]] -- some instantaneous, others not, and still others [[MentalTimeTravel not dealing with your physical form at all]]. Whichever form is in use, the heroes will not really understand how it works and may struggle to get it to do what they want or to find Phlebotinum to power it.
On the other hand, they may have set out to change history intentionally, so that the events that create their future/present -- and, thus, the conditions that prompted them to go back in time -- never happened; basically the same set up as above, but without the initial "accident."
** Characters go to the future! Upon returning to the past, they ''are'' able to fight fate and prevent the events of the future (seeing which prompted them to try to prevent the events of the future in the first place) from occurring.
# ResetButton: The characters go through
a world of crap, or somebody "changes history", and they resort to time travel to prevent it. If they succeed, the time-line fixes itself and the characters awaken having no knowledge that anything was ever different. Occasionally, [[RippleEffectProofMemory only the time-travelers remember]] -- at least, the ones who were alive at the point of fix. If they don't succeed, the series has just received a ReTool or StoryReset.
# TrappedInThePast: The characters are stuck in another time with no way of return (a.k.a. forced to take TheSlowPath) and must choose between quietly living out their lives without changing history or [[GivingRadioToTheRomans working to change the world]] to their (and the natives') benefit. Or they might just rely on YouCantFightFate and its relatives, and let history get on with making itself.
# AlternateTimeline: The characters' time-travel has split their universe in twain. There's the future
TimeMaster will generally know what they're in (that they've "changed") and the future they're not in (the "old" universe that wasn't changed). They will probably never be able to return to their old universe.
# TimeyWimeyBall: When any of the above can be invoked to suit the plot.

No matter what the variation, if there's a
doing.
* A
scientist or scholar in the group, he'll be [[ReluctantMadScientist giving warnings]] who knows more about time travel than the TemporalParadox risk. And every trip risks other characters. They consider time travel an encounter with the untested phenomenon and constantly spout warnings about avoiding a TemporalParadox. They'll be particularly wary of a ButterflyOfDoom or accidentally leaving behind a TimelineAlteringMacGuffin. Because OurTimeTravelIsDifferent, the time-traveler can experience a variety of experiences when travelling TimelineAlteringMacGuffin, whether or not they're actually possible in time. For example, the three major types treat that particular time as the fast-forward or rewind buttons on your remote, a tunnel that you or the machine travel through, and instantaneous (temporal) teleportation.

Time travel is also
story. They come across as {{Reluctant Mad Scientist}}s a very large source lot of [[MindScrew Mind Screws]]. This is because the time, curious enough to want to explore a groundbreaking scientific endeavour but well aware of everything that could go wrong.
* A MindScrew. The
human mind is used to one-way time; cause and effect requires it. In two-way time, time going in a single direction at a single speed. Anything outside of that destroys the entire human logic system has conception of ''logic''. Things happen one after another -- until they don't. Any time travel story is going to be thrown out. Note that deal with characters being unable to comprehend the causality they've set up. They may even encounter TimeTravelTenseTrouble. This can be mitigated somewhat with a StableTimeLoop and AlternateUniverse (when done properly; i.e., the time-traveler(s) can never get back or an inability to the first universe) resolutions return from an AlternateUniverse, which are the only ones even ''slightly'' resolutions to the story that are remotely logically consistent with the typical ideas of causality, so causality; stories wishing to be more "realistic" should tend to favour these.

Stories not wishing to be "realistic", of course, can just ignore the whole TemporalParadox "Realistic" is a very weird thing to shoot for some reason. Maybe the time-travelers have RippleEffectProofMemory or otherwise get to ignore their own pasts making them immune to changes in the timeline - although theoretically seeing as they've just been subjected to the impossible, their bodies and minds might be different anyway now. After all, it's not like we actually know what will happen, right? [[MindScrew Right]]?!

Even less sensibly,
your average time travel may run on SanDimasTime or display a GroundhogDayLoop. See TemporalMutability story. There's no reason to think that time travel is even ''possible'' in real life. Rather than realism, the aim is more for ''consistency''; it's important that [[MagicAIsMagicA the very rules of time travel make sense]]. But this makes time travel stories tricky problem to write. Too far in the direction of ''how'' (or even ''if'') consistency, and you risk hopelessly confusing the audience as they try to wrap their heads around the mess of causality you've made. Too far in the opposite direction, with no consequences for casual time travel, and you risk OpeningACanOfClones -- the audience won't take ''anything'' for granted in the story if they think a time traveller can just change it freely in the future or future. ([[TimeTravelTenseTrouble Or in the past. Also see past.]])

See also
MeanwhileInTheFuture (for how you can run a narrative in two time periods at once) and WhatYearIsThis.

See OpeningACanOfClones for what may result from careless misuse of these tropes.
WhatYearIsThis (for how your characters can deduce that they've travelled through time).
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Added DiffLines:

See OpeningACanOfClones for what may result from careless misuse of these tropes.
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Spelling correction


** SetWrongWhatWasOnceMadeRight: Of course, fixing ''anything'' in the past always seems to go awry and result in ''worse'' problems such as a BadFuture, an infestation of ClockRoaches, or TheEndOfTheWorldAsWeKnowIt caused by a TimeCrash. [[StatusQuoIsGod The inevitable course of action]] is go go back again and undo all those changes you worked so hard to make.

to:

** SetWrongWhatWasOnceMadeRight: Of course, fixing ''anything'' in the past always seems to go awry and result in ''worse'' problems such as a BadFuture, an infestation of ClockRoaches, or TheEndOfTheWorldAsWeKnowIt caused by a TimeCrash. [[StatusQuoIsGod The inevitable course of action]] is go to go back again and undo all those changes you worked so hard to make.
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* {{TimeTravel/Other}}

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* {{TimeTravel/Other}}TimeTravel/OtherMedia
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# SetRightWhatOnceWentWrong: When the first journey is into the past. Again, this is usually to ''fix'' things - that is, the characters' 'present'. It can involve correcting a TemporalParadox. Remember, Hitler has [[HitlersTimeTravelExemptionAct Time Travel Exemption]].

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# SetRightWhatOnceWentWrong: When the first journey is into the past. Again, this is usually to ''fix'' things - that is, the characters' 'present'. It can involve correcting a TemporalParadox. Remember, Hitler has [[HitlersTimeTravelExemptionAct Time Travel Exemption]]. Of course even if time travel does get invented, let's not demand perfection.
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Not relevant to the trope description, appears to be part of the writer's pet peeve about Final Fantasy VII Remake's ending.


It should also be noted that the introduction of time-travel into a story can be extremely dangerous if the writer does not also provide some form of limit as to how, when, and under what circusmtances the characters might use it. This is because time-travel, by its very nature, can easily strip a story of its permanence and thereby render the characters' actions seemingly inconsequential in the minds of the audience. [[https://youtu.be/OlI3_K-G9cU?t=3215 This video]] explains it very well.

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Changed: 8

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Even less sensibly, time travel may run on SanDimasTime or display a GroundhogDayLoop. See TemporalMutability for the very tricky problem of how (or even if) you can change the future or the past. Also see MeanwhileInTheFuture and WhatYearIsThis.

to:

Even less sensibly, time travel may run on SanDimasTime or display a GroundhogDayLoop. See TemporalMutability for the very tricky problem of how ''how'' (or even if) ''if'') you can change the future or the past. Also see MeanwhileInTheFuture and WhatYearIsThis.
WhatYearIsThis.

It should also be noted that the introduction of time-travel into a story can be extremely dangerous if the writer does not also provide some form of limit as to how, when, and under what circusmtances the characters might use it. This is because time-travel, by its very nature, can easily strip a story of its permanence and thereby render the characters' actions seemingly inconsequential in the minds of the audience. [[https://youtu.be/OlI3_K-G9cU?t=3215 This video]] explains it very well.
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* TimeTravel/WebComics

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* TimeTravel/WebComicsTimeTravel/{{Webcomics}}
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** SetWrongWhatWasOnceMadeRight: Of course, fixing ''anything'' in the past always seems to go awry and result in ''worse'' problems such as a BadFuture, an infestation of ClockRoaches, or TheEndOfTheWorldAsWeKnowIt. [[StatusQuoIsGod The inevitable course of action]] is go go back again and undo all those changes you worked so hard to make.

to:

** SetWrongWhatWasOnceMadeRight: Of course, fixing ''anything'' in the past always seems to go awry and result in ''worse'' problems such as a BadFuture, an infestation of ClockRoaches, or TheEndOfTheWorldAsWeKnowIt.TheEndOfTheWorldAsWeKnowIt caused by a TimeCrash. [[StatusQuoIsGod The inevitable course of action]] is go go back again and undo all those changes you worked so hard to make.
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Added DiffLines:

** SetWrongWhatWasOnceMadeRight: Of course, fixing ''anything'' in the past always seems to go awry and result in ''worse'' problems such as a BadFuture, an infestation of ClockRoaches, or TheEndOfTheWorldAsWeKnowIt. [[StatusQuoIsGod The inevitable course of action]] is go go back again and undo all those changes you worked so hard to make.
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# TrappedInThePast: The characters are stuck in another time with no way of return (a.k.a. forced to take TheSlowPath) and must choose between quietly living out their lives without changing history or [[GivingRadioToTheRomans working to change the world]] to their (and the natives') benefit. Or they might just rely on YouCantFightFate and its relatives., and let history get on with making itself.

to:

# TrappedInThePast: The characters are stuck in another time with no way of return (a.k.a. forced to take TheSlowPath) and must choose between quietly living out their lives without changing history or [[GivingRadioToTheRomans working to change the world]] to their (and the natives') benefit. Or they might just rely on YouCantFightFate and its relatives., relatives, and let history get on with making itself.

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