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Archive => RPG Theory => Topic started by: KorbanDream on September 21, 2004, 09:50:55 AM

Title: Universe - (SMS A-RPG) - Continuity...
Post by: KorbanDream on September 21, 2004, 09:50:55 AM
Hi all.
Sorry I've been away.
(I've been refining my life).

This post is mainly aimed at M. J. Young who offered help on the Universe's Continuity dilemma but it's open to anyone...

The Dilemma in question is one of timescale.

If two people are playing together in the physical world, each having their mobile phone, basepack etc on the same table and arrange to meet in game, there are several element drawbacks within the game's constraints which hinder this kind of play.

Ignoring the 160 character limit of the sms in general as I've found a route around that, I can see three major problems...

(Plus countless minor ones that could be fixed via gameplay itself).

The three major limits are as follows;

1) - The Delfinian Calendar (Basepack Sheet), is duel purpose, allowing for soloplay or teamplay - Not a mix of the two?

2) - The game, in order to facilitate the sms network, is time-lead based.
Players moving from location to location have a timescale of ten seconds. There are also the same ten second rounds for Percom, (Personal Combat), craft to craft combat and craft manoeuvrability.

3) - When mixing the two ie; Percom vs. Craft combat, it is not always an exact ten seconds, as player one pulling a gun out from holster and firing may only take seven and a half seconds whereas player two may complete a full ten second round. The end result is that player one is now two and a half seconds behind player two?

Include the fact that the EMP, (Emotive Perception), stat on the CAES has the ability to extend percom rounds upto thirty seconds long, (one second advantage per stat increase), and the whole thing kinda gets confusing...

Now primarily the game itself is not run under any direct time constraints as later in the game there is actually an element of time travel.
(After the year 7426, the Temporal Co-Ordinator career becomes available - Player's can change time, yes I know the implications... :-) ).
It is because of this I had to have it controlled by time modules.

A module is automatic ie; If a player leaves an Envocon to board his craft, the second he/she is aboard, the craft time module kicks in and the game, (for that player), is based on the craft time scale, ie; what you can do in ten seconds with a craft is quite a bit more than walking or Percom.

To answer any questions on the kind of play from the previous link, I have discovered the closest would have to be Interactive Fiction, which is why I've changed the name to Universe A-RPG - (A = Adventure)...

(Hope I'm still eligble to be here, as the Universe is not strictly an RPG?).

ANY help gratefully received... KorbanDream.
Title: Re: Universe - (SMS A-RPG) - Continuity...
Post by: M. J. Young on September 21, 2004, 10:27:35 PM
I seem to be the target, so let's see whether I should dodge or parry.

Last things first, I don't see an inherent problem with calling this a role playing game, in a general sense. Although it is designed for the constraints of its medium, it is not different in kind from forum or e-mail campaigns, which are generally agreed to be role playing games. "Adventure role playing game" adds something, just as "fantasy role playing game" does, but it's only a clarifier concerning the types of game experiences you anticipate creating.

You identify three aspects of the timescale dilemma.
Quote from: KorbanDream (Ed?)1) - The Delfinian Calendar (Basepack Sheet), is duel purpose, allowing for soloplay or teamplay - Not a mix of the two?
Assuming you mean dual, I think this is the big problem, but I don't know that it can't be remedied. I'll get back to it.
Quote from: Then he2) - The game, in order to facilitate the sms network, is time-lead based.
Players moving from location to location have a timescale of ten seconds. There are also the same ten second rounds for Percom, (Personal Combat), craft to craft combat and craft manoeuvrability.
The problem is not a matter of what a character can do in a ten-second turn. The problem is that the game allows players to adjust timeflow to suit their actions, but doesn't provide tools for keeping everyone together. I'm reminded of John Kim's comment on another thread that in what is being dubbed virtuality play the players can all agree that it takes a week to travel to the next city, the trip is uneventful, and they're there now, instead of playing out hour by hour the uninterrupted journey. That's a valuable tool to give your players.

Yet I'm reminded of an episode of It's Garry Shandling's Show. They'd made a gag out of how Garry had a gadget in his apartment that let him speed time forward so he could skip over the unimportant things and get to the next part of the story. An episode opens, and Garry is going fishing with his friends for the weekend, and his wife is going to be home alone doing nothing. After she does nothing for a minute or so, she decides that this is boring, so she uses the machine to rush past the weekend--and Garry realizes as he comes in the front door that his entire relaxing weekend has just passed in a flash because she used the plot advancer machine.

If the question was only that you can do a lot of different things in ten seconds of game world time, depending on where you are, that wouldn't be a problem. The problem arises because you can use one text message to say you're going to make a three week round trip journey to some other star system and back to pick up a friend, while at the same time someone else standing in the spaceport gets to throw one punch between the time of your departure and the time of your return.
Quote from: He also3) - When mixing the two ie; Percom vs. Craft combat, it is not always an exact ten seconds, as player one pulling a gun out from holster and firing may only take seven and a half seconds whereas player two may complete a full ten second round. The end result is that player one is now two and a half seconds behind player two?
This isn't really a problem. If you're talking about discrepancies of seconds, it's only a matter of who gets to move first. In Multiverser, we note that all rounds are "a minute", but that attacks are always rounded to the nearest number of whole seconds (either seconds per attack or attacks per second). This results in minutes being between fifty and seventy seconds when counted by actions per second, but being one minute when counted by actions per minute. This is not considered problematic, because let's face it, in a real fight you don't have a referee with a stopwatch and a bell measuring the rounds. Time is an approximation in combat--a valuable and useful approximation, but not to be taken too strictly. So if there's a significant difference of a few seconds in a situation in which it matters, you let the faster action occur first, and assume that it then rounds out at the end of the round.

Concerning time travel, a lot of what we use for resolving that in Multiverser is available on the Temporal Anomalies site. I don't know if it will help you, as having multiple universes allows us to let the chips fall as they will, even if it means an entire universe is destroyed.

So the problem is the fact that there is a unified calendar for the entire universe, but players can burn up as little as a few seconds or as much as a few months with a single text message turn, putting them out of sync with each other. Here are some potential solutions for this.