The good news was that I was able to play TimeWatch in 2014 with the preliminary PDF. There weren't any scenarios written yet, but I found an amazing scenario written by Michael Rees: The Buffalo, The Pirate and the Consulting Detective. He has other scenarios on his website and his scenarios were so well loved that he was asked to contribute to the final book. See what happens when you have a time travel Kickstarter? Someone writes stuff for a game that hasn't been published yet and it winds up in the published game.
TimeWatch uses a modified Gumshoe system. I have mixed feelings about Trail of Cthulhu due to Gumshoe, but for TimeWatch, I LOVE the system.
What's different about TimeWatch?
Well, if the PCs can time travel, then most ordinary crimes can be easily solved, so the antagonists that the players face are always other time travelers. There are a variety of bad guys listed in the book, but there are two that are extensively show cased: Sophosaurs and Ezeru.
Sophosaurs vs Ezeru |
The Sophosaurs are intelligent dinosaurs from the past who want to prevent the Asteroid from wiping them out, so the reign of dinosaurs continues into the future. The Ezeru are giant cockroaches from the future who rule Earth after humanity wipes itself out with nuclear weapons. They want to start WW3 early.
In between the Sophosaurs in the past and the Ezeru in the future are humans. Both races want to squeeze humanity out.
TimeWatch can be played in a variety of styles, humorous like Bill and Ted's Excellent Adventure or serious like Timeless.
Most of the games are investigative. Instead of following clues forward, in this game, you follow the clues backwards in time. There's always some instigating event far in the past and its effect ripples out forwards in time until things change in a massive way. An example is a story written by Ray Bradbury: A Sound of Thunder. TimeWatch is tasked to fix these disruptions to the "real" timeline.
How does TimeWatch know when something has gone wrong? Well, they have detection equipment seeded throughout time and when something changes suddenly like high levels of radiation or the equipment suddenly goes dead, they know something has gone wrong and they send a TimeWatch team to check it out and fix it.
E of TimeWatch |
How do they time travel? Each agent has an Autochron that allows them to time travel. You set the time and location and it takes you there in a few rounds. The Autochron will adjust your location so no locals can see you arrive. The more you travel in time, the less accurate the Autochron is, so if you travel thousands of years, you might arrive a decade too late. The Autochron creates a personal time bubble much like what happens in The Terminator.
Terminator Time Bubble |
How do you know what in the timeline is broken? Well, the PCs have a device called a Tether that's like a local version of Google/Wikipedia. When you arrive, you can talk to people or check libraries and newspapers for deviations from your local knowledge store. In my games, the players are allowed to look up facts on their smart phones. This generally takes no more than 5 minutes and it enhances the role play experience. Their smart phone is a low tech version of a Tether.
Instead of the Stability/Sanity metric in Trail of Cthulhu, TimeWatch has Chronal Stability. Each time you time travel or create a paradox (when you do something that contradicts a known fact), you might lose Chronal Stability. If you annoy time too much, it might subsume you and merge you into the current timeline, modifying your memories, like skin growing over a splinter. If you do something totally bad, time may erase you from time, then even your TimeWatch team members won't remember you and no one can bring you back.
How do you know you've fixed everything? You can time travel back to beginning of the adventure and see if everything is back to normal. In one scenario, the PCs are given a device that can detect time drift and when the needle is in the green section, they know they've finished the mission. A bit meta and odd, but that works too.
In my games, E doesn't give out too much information and doesn't want to know how the agents solve the problem because if you know, then history is set and you're subject to paradox. It's the unwritten history missing from their Tethers that allows TimeWatch Agents to act freely.
A number of rules and pieces of equipment is to allow for better game play. I always bring this up because some new players would say some things don't make sense. And I would explain the mechanical reason for it and that would end the argument.
To prevent PCs from having to learn every possible language and infinite costume changes, the PCs have universal translators and Impersonator Meshes (in my world, they're holographic disguises). This mainly aids in game play when PCs jump from time to time and geolocation to geolocation.
Since killing someone in the past might erase your future, the agents are given stun weapons and MEM-tags. The MEM-tags sends an unconscious body back to the Citadel for memory wipe/modification. Once processed, the body is returned, so as to not disrupt the time stream.
What is fun about the game is that you get to play with history, learn history, and interact with it.
So far, I feel it is a daunting task to write a scenario from scratch. The good news is that the core book has 3 complete scenarios and 32 Time Seeds (inspirational ideas for your own game). The Kickstarter included a campaign "Behind Enemy Times" which contains 6 connected scenarios. "The Valkyrie Gambit," 3 stand alone scenarios. "Book of Changing Years," a faux history/diary of TimeWatch to be used as inspiration for your own games, in the spirit of "The Armitage Files" and "The Dracula Dossier." And I've a run several of Michael Rees' scenarios that he's posted on his website.
I definitely got more than my money's worth from the Kickstarter and I'm glad Kevin Kulp spent the time and care to get the books right.
The devil is always in the details. For example, it took me a long time before I noticed the following detail on the cover of the TimeWatch core book:
Battling Civil War Armies |
As an aside, I originally thought Chronal Stability checks were only done for time travel and paradox checks, but in "Behind Enemy Times" one scenario stated that any teleport with the Autochron also required a Chronal Stability check. So, I contacted Kevin Kulp and he explained that using the Autochron even for teleportation requires a Chronal Stability check. The rationale is again more of a mechanics thing where it would be more interesting if the PCs had to take local transport to get things done, but if they really, really had to teleport, then they can still do it by using the Autochron with the possibility of a Chronal Stability loss.
I generally GM, but one player wanted to GM a scenario, so I made a character who was really fun to play: Ted "Theodore" Logan of the Wyld Stallyns (link to character sheet).
"Future Ted told me, Present Ted, that later, you dudes should run." "Be excellent to each other." "Party on, dudes." |
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Behind Enemy Times or why I got so excited that I had to write this blog post