Continuum
April 7, 1999 in Reviews
Time travel is one of those tasty subjects for science fiction games that never seems quite to ferment. Between Grandfather Paradoxes, missing time, meeting yourself and endless causality problems, it seems like the only way to make a consistent, playable game is to institute rules ala Doctor Who:
GM: “If you meet yourself, you die.”
Player: “Why?”
GM: “Because the time streams are laced with positive flux, that inverts the subquantum matrix. Your Schoenhauer coefficient can’t take the invasive signal loss…and I don’t know what would happen, it would be messy and the rules say no.”
Player: “Oh.”
And so a bunch of very juicy, though complicated, plot ideas go tumbling out the window.
Not any more. The fine folks at Aetherco have developed Continuum, an RPG that centers around logical, playable time travel. They have attempted a remarkable feat of plate balancing, because in a slim 68 page tome they have developed a time traveling system, addressed all manner of paradoxes, used a great deal of very sharp art, created rules and guidelines for the Spanner (time traveler) society, a full sample adventure, enemies, tricks, combat, character creation and somebody’s kitchen sink. As you might imagine, it’s congested.
The authors know their topic, and the writing on the ins and outs of handling paradoxes in time travel is by far the most useful and concise part of the book. But the weight of topics they are attempting to cover chokes the life out of their setting. Rather than full descriptions of Fraternities and the dangerous Narcissists, we are given fits and dribbles of description–it’s as though the rules are written by writers who travel as quickly as the Spanners the game is about. And for every clever idea (the Yet, a record of future events you discover you are fated to perform) there are seven more frustratingly incoherent ones. Who are the movers and shakers? How do the different fraternities interreact? What do they see as the point of their stewardship of time? Continuum has no answers.
The system is extremely complicated, and I will be the first to admit that I simply do not understand it. As math, it makes sense–but the six page example of time combat makes it abundantly clear that unless one has a strong fetish for time travel mechanics, it is simply over engineered and very nonintuitive. It took me 2 hours to work through a sample combat, which I did only for the purposes of this review–so I doubt anyone else would really care to.
Don’t despair over Continuum yet…they are releasing Version 1.0 at GenCon this summer, and with more breathing room they may fill out the missing information from this playtest version. I’d recommend Continuum to anyone looking for some excellent ideas about how to manage time travel in their games. And this book is still a fresh, innovative take on the old shoe of time travel–it just isn’t working as a game on its own merits.