Forum changes: Editing of posts has been turned off until further notice.
Started by Brimshack, May 25, 2009, 02:19:03 PM
Quote from: Bercilac on May 25, 2009, 08:42:25 PMHow about time limits on turns? Put 10 seconds on a clock for each character and NPC involved, and every 10 seconds shout TIME and go onto the next one. There'd be no time for people to waffle. That 10 seconds would be for resolving an action, nothing more. Players would have to be engaged with a battle, shouting quick ideas to one another, and planning out their next move BEFORE their turn comes up.In such circumstances, I think B would be telling A to shut up if sie interrupted hir.
Quote from: Vulash on May 26, 2009, 12:25:20 AMI would hate to see a time limit put on each action given the outstanding tactical decisions that make this game fun.My suggestion would be to possibly lower the prereqs of the ability, and change it so that at the beginning of each round after initiative is rolled each player has about 10 seconds to make a brief statement about what they're characters plan to do that round, and a brief rebuttal - all out of character. "I plan to charge to the right flank" "I was going to blast that area" "Ok then I'll hold the left and you blast right" - then play begins. This would limit how much this ability could be abused by alpha players but not affect actual gameplay. The ability was considered pretty powerful anyway I think maybe the cooperation of our old group was simply holding it in check.
Quote from: Vulpinoid on June 05, 2009, 07:34:12 AMI've seen this sort of thing happen in numerous games I've been a part of...the 'alpha gamer' complex is just as common down here in the southern hemisphere as the northern, now that it's been positively identified I can see those patterns that I probably hadn't really noticed before.Thinking about some options that have worked in the past, I'd posit the following suggestion...Instead of a 10 second time limit, how about allowing the person with the telepathic power a single tactical question of each other player, which is responded in turn with a single sentence answer. This way the player gets a good tactical opinion from the group, but still gets limited information. They also need to be careful in which order they ask their questions to other players.Just an idea...V