So you want to time travel and the time shifted worlds aren't enough. Okay. We tell you what works, what doesn't and how to not wreck your campaign and avoid screwing over your players with time travel. Players take note: This is the hardest kind of adventure to write and run so if the gm hands it to you, drink the Kool-aide. It's yummy!
yep, thanks guys- just finished a whole bottle of aspirin LOL.
Had to use a paradox to end the B13d20 playtest campaign I ran. It CAN be used as an out to end/reboot a campaign, which I did with the current one I run (this time with Fringepaths). The Fringepaths were not a part of the first campaign per se, so other universes weren’t affected.
I can see time travel and Fringepaths as a troublesome thing. If the party does things throughout the multiverse, multiple timelines are changed. Paradox changes several universes. I see the Peacekeeper Wars bit where John Crichton crumbles the snowball LOL.