Forum-Based Play
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Forum-Based Play
3 FORUM-BASED PLAY
Another distinction between tabletop games and forum-based games is that the play is continuous, instead of taking place at a certain time each week. Moreover, it means that some players get more done in the same amount of time, even seeming to have more days in the same amount of time.
The general approach I will take is to ignore temporal discrepancies. It’s chaos, innit. Instead, time is largely measured by real-life time, and the length of a session is a week. This means:
Additionally, Heretics gain 100XP per real-life day. This represents a fairly fast rate of gaining XP.
Where possible, I will fudge in-game time to maximise interactions between player characters: perhaps you’ll both go to try and convince Lady Francesca at the same time. The rule of thumb is that if your Heretics both go off to do something in the same area on the same (real-life) day, then you can expect to bump into one another.
On the other hand, an interaction doesn’t necessarily mean talking to one another. One Heretic might be specifically wanting to avoid another Heretic. An interaction, in this kind of case, might involve an Opposed Stealth Test to avoid being spotted. The key point is that it’s on the Heretic avoiding the interaction to avoid it.
When Heretics interact, it may prove convenient to arrange a time between the players to have such an interaction. This will typically take place on Skype, to avoid the GM having to act as a play-slowing go-between. The GM will then copy, or summarise, the Skype conversation to your forums.
Other eccentricities of a forum game are covered in the next section on Infamy and the Compact.
Another distinction between tabletop games and forum-based games is that the play is continuous, instead of taking place at a certain time each week. Moreover, it means that some players get more done in the same amount of time, even seeming to have more days in the same amount of time.
The general approach I will take is to ignore temporal discrepancies. It’s chaos, innit. Instead, time is largely measured by real-life time, and the length of a session is a week. This means:
- Each real-life day counts as one day for the purposes of characters healing.
- Your Infamy Spends refresh at the end of the week.
Additionally, Heretics gain 100XP per real-life day. This represents a fairly fast rate of gaining XP.
Where possible, I will fudge in-game time to maximise interactions between player characters: perhaps you’ll both go to try and convince Lady Francesca at the same time. The rule of thumb is that if your Heretics both go off to do something in the same area on the same (real-life) day, then you can expect to bump into one another.
On the other hand, an interaction doesn’t necessarily mean talking to one another. One Heretic might be specifically wanting to avoid another Heretic. An interaction, in this kind of case, might involve an Opposed Stealth Test to avoid being spotted. The key point is that it’s on the Heretic avoiding the interaction to avoid it.
When Heretics interact, it may prove convenient to arrange a time between the players to have such an interaction. This will typically take place on Skype, to avoid the GM having to act as a play-slowing go-between. The GM will then copy, or summarise, the Skype conversation to your forums.
Other eccentricities of a forum game are covered in the next section on Infamy and the Compact.
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