[RPG] How to implement a challenge where time runs backward

dnd-5egm-techniqueshomebrewtime

I'm DMing a D&D 5e campaign that has pockets of "weird time" (areas where time runs faster or slower than normal). It seems like I shouldn't pass up the opportunity to have an area where time is running backward, but I'm not sure how to do it.

The challenge the PCs will be trying to complete within the backward-running "time pocket" is to collect a certain type of mushroom that grows around a certain tree. Hidden among the desired mushrooms will be malevolent Violet Fungus, and there will also be someone hiding outside the time pocket who is trying to sabotage them (perhaps just shooting crossbows at them).

My initial thought was that:

  1. upon entering the time pocket, they will find that they have already
    collected the desired mushrooms, but also have suffered necrotic
    damage from the violet fungus and a few have taken crossbow bolts.
  2. If they leave the time pocket without doing anything, the damage
    will be undone and they will no longer have the desired mushrooms;
  3. in order to keep them, they will have to complete the
    causality–essentially, put the mushrooms back (and to avoid taking
    the damage, they will have to avoid the sources of that damage).

    Does that make sense? Am I missing any gaping plot holes that this would create?

If anyone has tried this before, what worked?

Best Answer

If the time is running backward, it is weird that the players start in a "future" state. They should be as they are when they enter the pocket. But well, it's a backward time pocket so don't have to be consistent on that !

Playing a full scene with the time running backward will be pretty difficult. Because it mean that everything the players will do, they already did it. So if a player start with a mushroom in his hand, at one time the mushroom will be in his hand. Even if the player does nothing it should happen. You have a high chance that the players just do nothing and wait.

And for the players point of view, doing an action in a reverse time world will be near to impossible. What are they going to do anyway ?

I walk backward to the tree and fix the mushroom where I can

If their goal is to get that mushroom, there's no way a player will do that. Because nothing is saying to the players that if they play the scene backward they'll leave that time pocket with the mushroom.

Here's some suggestions:

  • The players enter the time pocket as they are. The time is running "normal" for the players but the time is running backward for everything else in the time pocket (the tree, the mushrooms, ...). Because of this, if they want the mushroom, they'll have to get it and leave before the mushroom just stop existing anymore.

  • The players has to guess what happens during the scene and they really have to play the scene backward. If they fail, the time pocket is broken and collapse.

  • The players can't move and they have to look at a scene running backward. Then the scene start again and the players can move.

I tried the first mechanic in a game. The players goal was to recover an old artefact (destroyed many years ago). They found a specific spell which can copy the artefact and then a powerful mage helped them. The mage sent the players in the past at the creation of the artefact during a battle between 2 armies.

The players appears near the artefact location but the world was still "running backward". So they had to reach the artefact, dealing with a running backward world, to copy the artefact because it was never created.

There was some specific mechanics for this scene:

  • Dealing damages to a soldier is "useless" because the soldiers are going backward in time. So anything you do to a soldier will just be "erased".
  • In my scene, the world can't see the players. You can decide to do otherwise. The reason behind was that I didn't want to modify the past. So the players can't change anything. But the world can hurt them. In your case, you are in a magic time pocket, you can do as you want.
  • For this reason, it was also impossible to "block" an arrow or a hit. The arrow just goes through the player and destroys his body and armor with a perfect hole.
  • The challenge for the players was to progress into a battlefield running backward unaware of their presence. Have you already tried to avoid a backward sword slice or a backward arrow ?

The players understood fast that the world was still running backward but no them. So they should act quickly before it was too late (or too soon).

Running a backward battlefield is weird for the GM, but it's fun.