Critique and Advice; the treadmill of adventuring.

Critique and Advice; the treadmill of adventuring.
RE: Critique and Advice; the treadmill of adventuring.
Eh, when it comes to time-travel, you just need to set down the ground rules as soon and as simply as possible when it comes up. It doesn't become a major problem (to me, at least) until the possibility of a paradox pops up. If your time travel circumvents that worry by just setting up rules that say paradoxes aren't a possible result for whatever reason, you should be good to go. Do that, and time travel can be messed around with pretty willy-nilly since you don't need to worry about affecting past events. Maybe you can only travel forward in time from your origin point, or maybe going back in time actually takes you to an alternate universe so the events of your original timeline are unaffected, or maybe you just say paradoxes are able to sustain themselves via magic, or whatever. Just put a rule(s) in place to prevent your version of time travel from spiraling out of control (unless you want that, of course).

Time travel can definitely be tricky, but you needn't avoid it like the plague. It can add so much to a world that I think it'd be a shame if authors decided against it just because they didn't think it could be done easily. You just need to expect readers to try to game the system when you're building said system and add countermeasures. Or just be ready to deny commands on the basis of over-complication when you get them. Time travel can be done cleanly, it just trends towards messiness.
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