A downloadable game

Buy Now$5.00 USD or more

Timeskip is a collaborative worldbuilding tool for jumping characters from a previously-established tabletop campaign into the future. Together with your table, imagine new outfits, new jobs, and even new family members that arrive in your characters' lives as time continues to pass. Furthermore, Timeskip allows each player to make choices about significant factions or NPCs in your campaign, altering them as well as their characters.

Players- 2 to 8

Time to Play- 1-2 hours per session, up to 3 sessions.

Materials Required- Something to write on + writing utensil, or a word processing document. Optional materials include a ten-sided die and a coin.

Thanks to Hessan Yongdi for this great breakdown! -https://hessan-yongdi.itch.io/ 

Purchase

Buy Now$5.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $5 USD. You will get access to the following files:

Timeskip v.1.1.pdf 6.7 MB

Community Copies

Support this game at or above a special price point to receive something exclusive.

Community Copies

If you're interested in Timeskip, but can't spare the cash right now, please take a community copy! If you leave a review in exchange, I'd really appreciate it!

Download demo

Download
Timeskip Character Sheet (fillable).pdf 1.7 MB
Download
Timeskip Character Sheet.pdf 1.6 MB

Development log

Comments

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I really dig what you have here. It a really good foundation for what I plan to use it for. (switching from a Teen Super heroes game with Mask to them 10-15 years later using the Cypher System).


However though, I do have some thoughts, and if you were to make a 2nd Edition or a revamped of it, here something I would like to see in it. 


My concern is with PC actions and Clocks. 

Knowing my group (and one mid max Power Fantasy "I'm the main character" player in particular ) they would likely ditch All the Action options, as they feel more like comedic changes that could just be stated in fiction. Which seeing one option for a clock to take over a faction, why not just focus on that and mainline it to better put them in a position.
Which on the subjects of " clock" I like the question, but I feel there should be a more "Risk - Reward" state of chance if they are able to complete it. Not sure how you would handle it, I'm kind of thinking of using something like Powered by the Apocalypse style of Full Success, Mix Success, Failure.
Which the Failures could lead to the Consequences clock being filled, either as a group or a individual.
That way they have to really think about and choose how they spend their time or what clocks they want to set up.
Though still kicking it around a bit to figure how to balance it.

It might be different with other tables, I just know one or two of my players would abuse the hell out of giving them no push back on a clock.

That my two cents at least.

Is this setting neutral?

yes! 

(+1)

In my home game, we took a (real life) 9 month hiatus, and when we came back, we said "I wish there was a game we could play to fill out what happened to our characters in that time."

Lo and behold! One game of Timeskip later and we've met new characters, new enemies, shifting alignments, and not one, but TWO new pets.

This game rules!!!

thank you so much Jeff!!!

(+1)

This is a very neat game! I posted a flip through on YouTube! Check the timestamps to skip right to it!

(+1)

What a cool idea, and so easily adapted to almost any game!

Thanks Mike! The hope was for any long-running campaign to be able to take a break between "seasons" to imagine some fresh ideas for their character and world!