Time Travel: Difference between revisions

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# [[Alternate Timeline]]: 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. (the "old" universe that wasn't changed.)
 
No matter what the variation, if there's a scientist or scholar in the group, he'll be [[ReluctantEngineer MadExploited ScientistFor Evil|giving warnings]] about the [[Temporal Paradox]] risk. And every trip risks an encounter with the [[Butterfly of Doom]] or accidentally leaving behind a [[Timeline-Altering MacGuffin]].
 
Time travel is also a very large source of [[Mind Screw]]s. 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.
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=== [[Tabletop Games]] ===
* In the [[Role -Playing Game]] ''[[Feng Shui]]'', a region of cross-time 'space' called the Netherworld allows characters to move between four different points in history (69 AD, 1850 AD, 1996 AD and 2056 AD). These junctures are [[Meanwhile in the Future|fixed with relation to each other]], treating the start of the campaign as zero-hour for all of them. So, if you enter the Netherworld in 1996, travel back to 69 AD, stay for six months and then return to '96, it will be six months later there, as well. A second use of [[Phlebotinum]] states that only people who control powerful feng shui sites can actually change the future by changing the past; everyone else just sees history work itself around the change.
* In the card game ''[[Chrononauts]]'', the players are time travelers from various alternate futures, and are trying to change the timeline to match their own timeline's version of the "past" so that they can finally go home. Since all the alternate futures have conflicting versions of "history," and many of those conflicting versions require a specific outcome to World War II (Hitler was assassinated early and [[WW 2]] was Japan vs. America, Hitler lived and D-Day failed so that Germany won [[WW 2]], and a couple other variants), [[Hitler's Time Travel Exemption Act]] gets a real workout. There's an alternate victory condition in which players have to collect certain combinations of [[MacGuffin|Mac Guffins]] of questionable historical importance, but that's for material gain, not timeline shenanigans. A third victory condition is to get hired by the local [[Time Police]] after fixing enough of other people's paradoxes.
* [[Continuum]] is a [[Tabletop RPG]] '''entirely''' about Time Travel. Read its page for the details; further information is not available here.
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** [[Oswald Bastable]] is also subject to this kind of involuntary shifting between alternate histories.
* [[Thursday Next]] features multiple versions of history within a single book, but only the reader and the (off-screen) timetravelers are aware of this fact.
* In the novel ''[[Rant: An Oral Biography of Buster Casey]]'', {{spoiler|Rant uses a form of time travel to become his own stepfather.}}
* The ''[[Time Scout]]'' series is built around an Accident that caused [[Portal to the Past|time portals]] to open up between random times and places. The stories cluster around people who happen to go places for various reasons.
* [[Doomsday Book]], among other books by [[Connie Willis]], features time-travelling historians who visit the past via a "net".
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* ''[[Radiant Historia]]'' not only deals with time travel, but parallel universes caused by making different choices at certain points in time.
* Time Travel is used several times in the ''[[Command & Conquer: Red Alert]]'' series by various factions, trying to improve their fortunes (generally by removing key enemy figures, such as Hitler or Einstein). [[Hitler's Time Travel Exemption Act|It never goes well]]; the first game kicks off when Hitler gets cut from history, leading to a WWII between the Allies and ''Stalin'', while in the third, the various time-travel shenanigans throughout the series have accidentally turned tiny backwater Japan into the Empire of the Rising Sun, a(nother) superpower bent on world domination. Hilariously, the Emperor believes in the "[[You Can't Fight Fate|inevitability of destiny]]", and has a serious [[Villainous Breakdown]] when he discovers the truth behind the Empire's existence.
* ''[[Magical Girl Lyrical Nanoha AsA's Portable]]: The Gears of Destiny'' features a Time Machine [[Lost Technology|Lost Logia]] discovered by a brilliant scientist who is trying to restore a dying world. The scientist, being the well-meaning and sane kind, decides not to use it since it for his purposes since that would cause too many complications to the timestream. Unfortunately, her daughter Kyrie, who doesn't want her aging father to die without succeeding in his life's project, decides to use it to retrieve an [[Applied Phlebotinum]] that only existed at one point of a specific timeline, kicking off the plot of the game.
 
 
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[[Category:World War I]]
[[Category:Speculative Fiction Tropes]]
[[Category:Time Travel{{PAGENAME}}]]