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Re: [HoE] [HOPLER] Time Travel: HoE vs. Deadlands



At 06:50 AM 6/22/99 PDT, you wrote:
>>
>>
>>Easily done. There was only ONE working sample, and it didn't get
>>destroyed, so the tech spirit that can TEACH the power never got liberated.
>>Or it did get destroyed, but the tech spirit's damaged goods or got lunched
>>by nature spirit.
>>
>>Phil
>>
>
>
>Granted, there might not be a lot of time travel gizmos, but if you've got 
>hundreds (at least) of Mad Scientists, working over a time span of 184 
>years, _all_ trying to get Royal Flushes, I don't know the statistics right 
>off hand, but it strikes me that you'd end up with a few.
>
>*shrug* Again, I _could_ answer all this for the purpose of my own campaign. 
>  My question was what is Pinnacle's official take on this, since they A) 
>introduced Time Travel as a campaign concept, and B) made it available, 
>however statistically unlikely, to player characters.

Er...I was offering a possible in-game solution. For all we know, the one
or multiple time machines in existance is in a future pinnacle plot
point/teaser. For another...not EVERY mad scientist was aiming for a royal
flush. And even those who were, may not have been aiming for a time
machine...out of the subset of mad scientists, those trying to make a
vehicle for chronical travel is a much smaller subset, compared to say,
those trying to make a better gun, or create life from assembled corpse
parts, or grafting technology into the body.

Phil