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Rogue Trader
Ambition Knows No Bounds
Moderator: FFG Andy FischerffgjafferFFGMarkFFG_Sam StewartGeckoMack MartinThe Spaniard Topics: 1741 | Posts: 23786
Time Travel
Published on 14 November 2012 - 08:01:57
Page 2 of 2 (24 messages) « First page... 1 2
Reply #16 | Published on 16 November 2012 - 09:49:11

This just reminds me of an Ork warboss that ended up arriving at a battle before he left and attacked their fleet in the past and killed himself because he wanted a copy of his favorite gun.

Reply #17 | Published on 16 November 2012 - 11:25:22
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I'm not sure i'd want to kill myself even if the resident expert was sure there was no causality, just seems like the epitome of bad karma.

Carpe Jugular

Reply #18 | Published on 20 November 2012 - 09:59:10

Those crew, if they had any sense at all, would have understood that even the "safest" rogue trader vessel could be away from the Imperium for years at a time, if only due to warp time dilation. Family ties outside the ship get strained by years passing while the crew only see weeks or months.

I say keep away from the Imperium, disguise the ship (there is a fake front component in Hostile Acquisitions) and use skullduggery to aid your dynasty in secret for five years.

Pericula in mora

Danger in delay

Decessor's House Rules (DW v1.0)

Reply #19 | Published on 22 November 2012 - 15:51:15

 The other option is just don't tell the crew that they've been shunted through time and keep them on a tight leash for the next 5 years.

 

I think the big problems here (for the GM anyway) are answering how a paradox works and what happens when you meet yourself.

Without Signature

Reply #20 | Published on 22 November 2012 - 16:15:57

Decessor said:

Those crew, if they had any sense at all, would have understood that even the "safest" rogue trader vessel could be away from the Imperium for years at a time, if only due to warp time dilation. Family ties outside the ship get strained by years passing while the crew only see weeks or months.

I say keep away from the Imperium, disguise the ship (there is a fake front component in Hostile Acquisitions) and use skullduggery to aid your dynasty in secret for five years.

"Warp time dilation"?

While temporally wonky and certainly dangerous, isn't one of the the main benefits of warp drives precisely the lack of time dilation? But yeah, of course, people that go on a warp trip knows that it is dangerous and that it could be years until they reach port. But the vast majority of the Imperium probably have no clue that significant time travel is a danger of the warp.

"It's never too late to panic."
~ Popular Valhallan folk saying

Since so many seem to have trouble understanding Technology, Machine SpiritsMechanicus: Link.

Reply #21 | Published on 22 November 2012 - 19:26:25
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Fgdsfg said:

Decessor said:

 

Those crew, if they had any sense at all, would have understood that even the "safest" rogue trader vessel could be away from the Imperium for years at a time, if only due to warp time dilation. Family ties outside the ship get strained by years passing while the crew only see weeks or months.

I say keep away from the Imperium, disguise the ship (there is a fake front component in Hostile Acquisitions) and use skullduggery to aid your dynasty in secret for five years.

 

"Warp time dilation"?

While temporally wonky and certainly dangerous, isn't one of the the main benefits of warp drives precisely the lack of time dilation? But yeah, of course, people that go on a warp trip knows that it is dangerous and that it could be years until they reach port. But the vast majority of the Imperium probably have no clue that significant time travel is a danger of the warp.

 

 

Well, yes and no. I mean, you don't get the time dialation that you would when you actually go FTL, but you *do* get a lot of time weirdness because the Warp is the Warp. The correlation between time spent travelling and the duration of the journey is generally pretty weak.

Without Signature!!

Reply #22 | Published on 24 November 2012 - 14:46:37
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Have you heard about that supposedly canonical story about how an Ork Warboss killed his past self to get two of his favorite gun?

 

There weren't any repercussions or anything.  He didn't wink out of existence or anything like that.  He just kept on going, now with two of his favorite gun.

 

That's apparently (one option) of how time travel works in 40k…

Without Signature
Reply #23 | Published on 24 November 2012 - 16:41:01
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Fgdsfg said:

"Warp time dilation"?

While temporally wonky and certainly dangerous, isn't one of the the main benefits of warp drives precisely the lack of time dilation? But yeah, of course, people that go on a warp trip knows that it is dangerous and that it could be years until they reach port. But the vast majority of the Imperium probably have no clue that significant time travel is a danger of the warp.

 

Sure, the vast majority of the Imperium don't know that significant time travel is a danger of the warp. But that's just because the vast majority of the Imperium doesn't know squat about warp travel at all. A ship's crew, on the other hand, will, even if it's only superstition, oral histories etc.

But no, warp travel is not time dilation free - quite the opposite. It's just that the time dilation isn't constant the way it would be with 'regular' (Real World) high speed travel. A ship in the warp will experience time differently than people in the RW - you might live for three weeks in the Warp while 6 months go by in the Imperium, or spend 6 months in the warp while three weeks go by in the RW.

In any case the crew of a long-range warp vessel (one that makes more than 5 light year jumps regularly) accepts that they're unlikely to ever return home (assuming 'home' isn't the ship they are on, which it will be for most of them). A Rogue Trader leaving Scintilla for a trip out to the Koronus Expanse might not return for a decade or more. One leaving for another Segmentum might not return for centuries (if ever). And the crew don't get a say or any warning of which it's going to be. If you agree to work for a RT (as opposed to being press ganged or bought, which most new recruits probably are) then you do so knowing that you're basically signing your life away.

Disclaimer: The views expressed in this post are my own. I do not speak for FFG in any capacity, officialotherwise. To be honest they don't really tell me much about anything, so you can assume I don't know squat.

 

I mean diddly. I don't know diddly. I did not mention squats. Squats are not making a comeback.

 

Unless they are. I really don't know!!! Seriously. Though squats were cool. Pity they all got eaten by the 'nids. Or did they?

Reply #24 | Published on 10 December 2012 - 08:02:17

Fgdsfg said:

 

Decessor said:

 

Those crew, if they had any sense at all, would have understood that even the "safest" rogue trader vessel could be away from the Imperium for years at a time, if only due to warp time dilation. Family ties outside the ship get strained by years passing while the crew only see weeks or months.

I say keep away from the Imperium, disguise the ship (there is a fake front component in Hostile Acquisitions) and use skullduggery to aid your dynasty in secret for five years.

 

"Warp time dilation"?

While temporally wonky and certainly dangerous, isn't one of the the main benefits of warp drives precisely the lack of time dilation? But yeah, of course, people that go on a warp trip knows that it is dangerous and that it could be years until they reach port. But the vast majority of the Imperium probably have no clue that significant time travel is a danger of the warp.

 

 

 

 

Take a look at p183 of the core book. The section on "The Passage Of Time In Real Space" for where I'm coming from. The "average" ratio given is for each day in the warp, twelve days pass in real time. That varies wildly depending on local warp conditions. Hence, warp time dilation.

Pericula in mora

Danger in delay

Decessor's House Rules (DW v1.0)

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