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Re: settings and time



I have to agree completely with what jevan said.  Also simply by
the nature of the setting, there will be more multi week plotlines
because of distances.  Personally, I find this a very good thing
because you'll get more consistancy out of people(gms and players
alike).  Note: this will _NOT_ always be the case, as the same old
stuff we still do now can still happen. i.e. sail out and 
explore some little island.

Also, I've had one player pestering me over setting up a business in
Southham, how his character got there, or how he got the idea
to setup a business there I'm not sure, but regardless he is.  So,
how far are we from a new business setup solution, Lyle?

Also I've had several characters say they are moving to Geleia
already, some IC(in character) reasons, some OOC(out of character)
reasons.  My view on it is, okay, you hop a boat, you'll get
there in 4-5 months, but when the big jump comes, either Rougtero
and Centralia get to plan and do a buncha stuff, or for a couple
of weeks, we just have adventures that are about relocation to
Southham.  Personally, I don't really care, but I do see how it'll
be a pisser for others.  I don't know if it'd work, but what about
shooting for if not monthly syncronocity(sp?), then bi or tri monthly?
Also, this will lend itself much more to people playing more than
one character at a time.  Character X goes out of town, has
his adventures, it takes a month all said and done, however
game time has only advanced 2 weeks, so his character has to sitout
next week, and he players character Y instead.  *shrug* not that
big of a problem in my mind, but then I also have 2 characters I
like playing, 1 I don't mind playing, and ideas for several more.
This also allows GMs much more leeway in their adventure times.
Geleia is a big place, it takes time to hike places.

Wow..what a spew..heh..okay, summary.  Basically, the adventure length
is not set in stone, and can run over, or under, the campaign
time.  However in the event that the adventure runs over, the character
is out of play for probably a week at the most, or on a multi week
adventure.

Anyways,


Wright

> 
> 
> On Sun, 12 Jul 1998, Steve Ames wrote:
> 
> > 
> > Anyone thought about the time issue? I don't like huge timejumps
> > and since one of the goals of Galeia was to avoid long boat trips,
> > will time between adventures be going down? Days now instead of
> > weeks?
> > 
> > When galeia gets on its feed in August there will be three settings
> > that are being run. Are we going to keep time synchronized between
> > them? That will require a compaign wide edict to keep game durations
> > short. I certainly don't want to have to artificially advance my
> > plotlines 3 weeks just because a GM in rogtero decided to take a 
> > small boat ride.
> > 
> > If times are to become unsynchronized we should consider the impact
> > of that as well.
> > 
> > Just wondering...
> > 
> > 						-Steve
> > 
> 
> All I can say is that I have run a three week campaign that really took
> less than a week.  Given that it is a campaign, the boundary of the group
> is maintained weekly-- by me.  The only way that I see to link two
> campaigns or settings that will require different time streams is by
> communication.  Players will have to ask about moving characters, and
> *gasp* roleplay the change.  I am going to have to come up with a way for
> the group I have been running to catch up now.  I guess that's just part
> of the job.
> 
> Jevan
> 
>