This article is about one of D&D three pillars. The previous articles, an introduction, combat and social pillars.
I'd posit that while social interaction is often the most thrilling or engaging part most RPG games, it's maybe a difficult master to serve.
The clash of weapons, the thudding of bodies into each other, the split second moments where it can get totally out of hand, the variations of wounds.
It's time to talk about D&D.
When you have a small number of players who want to tell a slightly bigger story or a small group but lots of ideas, you can create a situation where people play more than one character.
Let's talk about control for a minute. Any time one person has a kind of control over another, there's a power imbalance. This is constantly true about RPGs.
The heart of most RPG is a collaborative effort dictated by a conversation. The programming loop of most games is 'player dictates own narrative, makes check, GM describes narrative until they are prepared to give it up, then they hand narrative back to players', and it can seem jarring to deviate from that.
You should always make sure that any session you design with time travel in mind should have a planned structure – a focused view rather than a wide angle.
These notes are for anyone wanting to use time travel as an adventure option but also to people who are planning a whole weird campaign where the point is to get lost in the river of time.
RPG tips on how and why speeding up, slowing down or even cutting up the flow of time can make you a better Game Master.