
Spanners and spanning are at the very heart of the Continuum
roleplaying game, so it follows that one should start off with a discussion
of that subject.
Travelling Time at Will
Much has been written over the last hundred years - and the centuries on
either side - over the possibilities of time travel. As many wise folk have
pointed out, if you have one time traveller, then you have them everywhere,
and everywhen throughout spacetime.
This perception is quite accurate. The Continuum has come forward with
this further information for release in AD 1998: We are all born ordinary
human beings. The moment where one is chosen to join the ranks of
spanners is a delicate circumstance, to put it lightly.
Moment of Truth
Not every activity spanners perform goes unnoticed. People in two places
at the same time, occasional accurate visions of the future, and other
"unexplained phenomena" are easily explained once the reality of spanning
is taken into account. And sometimes a leveller - a human that knows
nothing of spanning - witnesses a span outright. Usually it's a narcissist out making trouble, but even so, the
Continuum handles these moments of terrible surprise and confusion.
It's called an Invitation To Dance, but both parties have to be willing.
The leveller normally must be at least 18 years of age, and possess
remarkable maturity of mind and spirit. And the spanners present have
to make a judgement (or find a spanner who can) as to whether this
leveller's time has come, or if means must be employed to ensure the
leveller forgets and never tells of their brush with spanning1.
Learning to Span
The information of the actual process of travelling through time is...well,
Further information is not available here (get used to that phrase, it's
said a lot!)2. But neither is it completely
available to spanners of lesser experience (represented in the game as
Span 1 and Span 2). There are very practical reasons for suppressing
these specific memories of novice spanners. A person has to be able
to earn the trust of the rest of the Continuum before being given the power
to teach others. It's often compared to riding a bicycle: once you learn,
it's hard to recall not knowing how. Only this bicycle is inside you,
making it almost impossible to describe to the unaware.
That being said, the skill of spanning is something the novice may
exercise freely, and improve the detail of with practice. Their mentor
guides them through their novice spanning, helping them with the
inevitable questions and mistakes, both social and temporal.
What's It Like
Spanner poets have written reams of beautiful expressions describing
the sensation of being in one place and then suddenly another, wholly
alien but filled with the noise, aromas and sights of a world run by
humanity. However, the realist John Jacob MacHale described it best:
"It is simple. You turn, you are there. No more strange than pausing in
the doorway to listen to the farewell of a friend."
Responsibility & the Maxims
The Maxims are the rules of conduct we memorize. They keep us clear of
the danger of fragmentation, or Frag for short. The Maxims are outlined
in the rulebook, and while presented for game purposes, they are very
accurate, and absolutely essential to the fabric of our life and existence.
The Maxims emphasize without quarter that each of us is responsible for
his or her own actions. And we are there to help our chronies - up to a
very specific point.
The Yet
The Yet, or the Required Future, are the things you discover you have yet
to do. If you see or meet an elder self, or hear of things you've done but
don't remember doing, those actions go in your Yet. Failure to handle
events in your Yet - or worse, defying your elder self - creates the unwelcome
accumulation of Frag. Too much unhandled Frag, and you're not seen
around much.
If you don't handle your Yet and your Frag, your friends have to. If they
can't or won't, your mentor has to. If he or she can't handle it, the
Exalted step in. You can imagine the social pressures of the spanner
lifestyle. People have enough to do without having to clean up after
someone else.
Spanners are careful not to reveal too much to one another, lest life
become burdened with details in one's Yet. Often knowledge of what
a friend has yet to do is simply not shared with them. A preferred
information-neutral phrase is "Further information is not available here."
(Told you you would hear this phrase a lot!)
Blending In
In this era of great information retrieval, keeping
spanning a secret becomes more and more difficult. That is part of the
reason the Cºontinuum game is becoming available
at this time - to gently prepare levellers for the difficult truth of time travel.
One ploy that has been utilized across the years is to hide conversations
in common parlance. A common greeting, and means of identifying other
spanners is to ask the time. A leveller with either read their watch (or
sundial, etc.) and tell you, or will otherwise behave normally. A spanner
wanting to return the greeting will repeat your precise words back at you.
Unsuspecting levellers will merely act annoyed by this if they ask a spanner
the time.
Of course situations of greater import await in the average
Cºntinuum game. Just ask the players whose characters
discovered their own names inscribed on 17th century swords, or the ones
who had to help a spanner destined for sainthood make sure a mediaeval
miracle came off. And some discovered that living twenty years away
from Three Mile Island is just not far enough.
1 Further
information on the means of ensuring this is not available here.
2 A very detailed
description of means and method of spanning can be found in the
rulesbook.
This material was written by and is copyright © 1998 Barbara Manui,
Chris Adams, and Dave Fooden. All rights reserved.
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