@Pyrephox said:
I've always liked the "you create an alternate universe when you go back in time" solution, where the AU starts from the baseline assumption that it's the same as it was in the prime universe, but you can send it completely off the rails by dicking around with it, without invoking any particular paradox. But once you hop to an AU, you're stuck there, so if you go "forward" in time, it's going to reflect the new reality, not your old one (which still exists, but in another universe).
Add a capability that allows some people to jump AUs (or help other people do so) so you can get back to your original timeline--
Except you can't do that at any point in time before the last point in time you were there.
e.g.
On June 4 2015 Earth-2398 I time-traveled backwards to January 3 1945. I stayed there for a while, fucked up Hitler, and saved the world, creating Earth-9675.
But I want to get back home to Earth-2398. I have the ability to "universe hop" and get back...
But I can only do that once I'm in June 4 2015 again. Because otherwise, I would be creating a third timeline (and thus you're not going back to the original).
So you either have to have the ability to time travel forward (likely), or you have to sit and wait. Heh.
@Misadventure said in Let's Break All The Rules:
Or digital personalities/Artificial Intelligences/Memetic Viruses.
The sci-fi version of being Loa.
I've actually been pretty interested at different times in the opposite: one player controls entire organizations, with a limited amount of PC-level characters that they can control in them. Maybe a group of characters does. Sort of how in RPG video games you control the whole party.
This would be great for world-spanning games about conspiracies and groups trying to fight for control over shit, etc. Plus, it would get rid of "he had his own PC help his other PC!" stuff since yeah, of course he did.
You can alter this to "one player has one PC human and several entities that can possess that human, giving them different powers/abilities/goals".
Or, especially fun for a Demon-only style game: every player has one entity and several humans that that entity possesses/uses depending on what they want to do.
That last one is particularly fun if you can design the humans with different skills and the spirit's boosts to them can change depending. So using nWoD rules as a branching off point: a spirit has a Hacker and a Fighter. When it possesses the Hacker, it probably puts all its Power Attribute levels to boost the Hacker's Intelligence; but for the fighter, it probably boosts the human's Strength with those same points.
I would have a lot of fun with that.