I'll give it a look.
The hits keep rollin'!So Preparing decreases your chances of success. That seems oddly thematic.
Also, I'd like to wonder whether it's intentional that Fight Fate and Let Things Happen have a level of reverse psychology to them. If your Divergence or Misfortune is above a minor point, and you want something to happen according to plan, Fight Fate. If you want to change your destiny, Let Things Happen after you've released the butterflies.
Mechanical questions!
- Does murdering a murderer before he commits the murder cheat the original death?
- The question you've been waiting for: what happens if you murder a past self? Are all hisnote future actions, and things that happen to him, nullified?
edited 6th Oct '13 2:41:18 PM by Ramidel
The reverse psychology behind Fighting Fate and Letting Things Happen is intentional; after all, the most common way to cause future events to happen is to try to avoid them.
As for your mechanical questions: I actually totally forgot to account for those possibilities. I'll fix that.
So killing a murderer can butterfly away deaths (I assume that Something Going Wrong off of any ignored crisis is also automatically Fought), and intentionally killing a past self yourself triggers a nearly-unfixable Time Crash.
One thing is implicit in the rules but should probably be addressed anyway: in a nonreplacement game, I assume you need to track all stats except Divergence individually for each iteration of yourself? (Leading to the possibility of one iteration going mad or committing suicide; the possibility should be addressed, but hopefully it's less harsh than directly offing yourself.)
"Replacement" and "Chrono-cloning" time tech lead to dramatically different games. This is interesting, but it may mean that you need a separate codex for each time travel variant. Chrono-cloning in particular is exactly as complicated as you'd expect from a time travel game that allows for something like that.
No, you don't need to track the stats of past selves, the only stats you're concerned about are your "current" self; as-is any non-ignored stat changes caused by actions from a past self effect your current self.
I think I'm going to change the first Travel Back Roll to be a choice with an optional roll, since what's really happening is you're choosing between different levels of simplicity in information tracking and management; I'm adding a third option where you track stats on all chrono-clones separately like you assumed.
And yeah, what kind of time travel is in effect definitely changes things, and if I really wanted to do chrono-cloning justice I'd probably end up doubling the length of the document; I might do it sometime in the future.
So, as of approximately 21 Hours ago, I began making a single-player tabletop RPG; and as of about 20 minutes ago, I finished it.
It's heavily Inspired by low-budget Time-travel flicks like Primer and Timecrimes, and mechanically inpired by Hikikomori (Which can be found here: http://dsg.neko-machi.com/hikikomori.pdf), another single-player tabletop RPG.
I might make an actual PDF later, but I'm tired, so for now you can find it in all it's Google Docs glory here: https://docs.google.com/a/ucdavis.edu/document/d/1ky7Vq6suEOU7zvwLpc2hTjj8TXU0CUgcZ4Zl-RKQ30A/edit
Discuss, Criticize, point and laugh at any obvious mistakes, etc.