We theorized that when you send an object through time, it does not create a new timeline that overrides the current like we had originally thought. When the object enters the timestream, time begins to correct itself. Let me use this example: Imagine four balls on the edge of a cliff. Say a direct copy of the ball nearest the cliff is sent to the back of the line of balls and takes the place of the first ball. The formerly first ball becomes the second, the second becomes the third, and the fourth falls off the cliff. Time works the same way.
So before we can start anything else, we need to figure out how "time" actually works in Zybourne Clock. As time travel is essential to the ZC world, it's important to first figure out what it is. It's plainly apparent what it's not: creating a new timeline. There is only one timeline, and all you're doing is just tampering with it and then letting the timeline repairs itself afterwards. But, what happens when the timeline is "repaired"?
To understand what's going on, we have to draw a diagram.
Before Time Travel1. Ball A
2. Ball B
3. Ball C
4. Ball D
Here's our four balls. Let's pretend that each 'ball' represents a major historical event within the ZC World; Ball A is the creation of a worldwide Church, Ball B is the formation of Rasenni nation, etc. The actual events themselves are arbitrary; what matters is that there can
only be 4 of them. There cannot be any more major historical events within this timeline. The "cliff" can only hold 4 balls.
Introduction of Ball E1. Ball A
2. Ball B
3. Ball C
4. Ball D
"5." Ball E
So what happens if we introduce a new "ball" (Ball E) to this cliff? Well...we accidentally created a new Slot 5 to hold Ball E, which just isn't supposed to happen on this "cliff". The "cliff" is supposed to hold only 4 balls. But the timeline is going to repair itself, meaning it'll destroy Slot 5, pushing Ball E into Slot 4.
But what about Ball D, which was already in Slot 4? Ball D gets displaced by the incoming Ball E, and it needs somewhere to go. So the timeline pushes Ball D into Slot 3. But this now it displaced Ball C. Ball C is pushed into Slot 2, displacing Ball B. Ball B gets pushed into Slot 1...displacing Ball A. Ball A has nowhere that it could be 'pushed' to though (as all the other slots have been filled with balls that have already been "relocated" from their original slots), so Ball A just "disappears".
After Time Repair1. Ball B
2. Ball C
3. Ball D
4. Ball E
The erasure of Ball A from the timeline may be very important, or inconsequential. But note that Ball A may have very little to do with Ball E, and it was Ball E's mere existence in the timeline that caused Ball A to no longer exist. This means that anyone in the ZC World who wants to engage in time travel must take into account two things:
1) It is easy to erase a Ball/historical event that a time traveler does not like. All he has to do is push that Ball into Slot 1, by introducing brand new Balls (and new "Slot 5s") that will push that Ball up from his original slot all the way up to Slot 1. Then the next 'historical change' will lead to the Ball in Slot 1 to be quickly "erased".
2) It is difficult however to "micromanage" history in a direction a time traveler likes (implementing any change he wants, and then reverting it if he turns out that it is a terrible idea). Any change to the timeline will lead to a possibly unrelated Ball to be erased. Eventually, all the "original" Balls located within the timeline will rise up to Slot 1 and be ultimately eliminated. They will then be replaced by brand new Balls created by the time traveler, and by the time the time traveler gives up or finishes modifying history, the "ending" timeline may be unrecognizable from the "beginning" timeline.
The game I plan on making will set you up as a time traveling "micromanager", giving you the task of modifying the timeline by introducing new "balls" and manipulating the four 'slots'. This is ultimately the basic idea behind it, though I have to consider whether I want to 'score' players for having a "good" timeline, or if I want to make the game "freeform", letting the players fool around as though the 'game' is just a fun toy. (I also plan on having the players read a short description of the 'history' of the world, so that he knows what changes he has made to the timeline.)