Brainstorming
This is a page for initial brainstorming... "a sort of free-form, judgment free repository of ideas that anyone can add to".
AD: One idea being, props in the laboratory could change in between teams' visits, so that you'd get the sense that you were going backwards or forwards in time (the most obvious - a wall clock).
AC: Wow...what an interesting idea. Maybe when they return to the lab they could discover that it is seven hours earlier than when they left (just change the clocks)...or what about seven days earlier? We could put fake newspapers in the rack, etc. Or maybe seven years later...it's now a Quickie Mart or something. Then each time they return it's a different time. Maybe the backstory is that the radiation in the lab is making the building swap with older or younger versions of itself. Or maybe the players have somehow infected themselves with time instability...or their purposely jumping around...
AC: It would be really cool if the players could somehow meet themselves. Maybe we could simulate it secretly video taping each team and then later have them somehow see themselves on the security cameras as they're doing something else.
AC: Be a temporal mechanic! Earn big bucks! [some sort of parody of those ads for being schools teaching one to be a airplane mechanic.
AC: Perhaps in our funny Doctor When web site (having a web site for each game seems to be standard operating procedures these days) we'll all be listed as lab assistants to Doctor When and we can list a brief CV for each of us including things like "Ph.D. in Temporal Mechanics from the University of Meat Machine" (or some other sly reference to each person's primary Game team) as well as listings of our fictitious papers we've published in fictitious journals.
AD: Location ideas--There's Squid Labs at the old Alameda Naval Air Station, which would allow excursions into clue sites in Oakland and Alameda, they have a lot of space, are very creative, and might really enjoy hosting us:
http://www.wired.com/geekdad/2007/09/fast-kites-from/
There's also this place:
http://www.sfgate.com/cgi-bin/article.cgi?f=/c/a/2009/07/29/BU86190CQU.DTL
DS: On making puzzles solve for location names--Might there be some room for creativity here? For example (this is on 30 seconds thought, so surely more thought can do much better) -- a map that has, say, A-M on top and N-Z on bottom, and A-M on both sides. Then, with instructions like: "The next location is at the intersection of line segments given by the first and last bigrams of the answer -- bigrams always coding one top-to-bottom line and one left-to-right line." With lettering as given above, there is no overlap in top-bottom and left-right lines, so a word can uniquely specify an intersection. (Of course, not all words can be used with the lettering given above). Letters do not have to be evenly spaced, so we can get the intersections we want, and there are enough of them that people are not likely to try them at random (and they are not likely to be fruitful if they do -- and we can still require the solution word in order to get credit). And sure, there are no doubt logistics to work out with this idea.
AC: Maybe a musical puzzle that dealt with time signatures, or maybe the pieces of the music are out of correct time sequence. Maybe the pitches and note durations are Caesar shifted from each other.
AC: Maybe a musical puzzle with backwards masking.