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Re: Time.
> > For an upcoming plotline that Jevan is going to be running, and another
> > that I plan to be running, we are gonna be needing more time to pass
> > between games.
> >
> > That means either:
> > a) Geleia's timeline divorces itself from the game time line for awhile.
> > -this could lead to a permenant divorcing as travel times in
> > geleia are higher. Everything isn't 1 day away as in Centralia.
> > b) Centralia's timeline divorces itself from the game time line and
> > the general campaign goes back to 2-4 weeks between games.
>
> Don't really care which way you go. Time can't speed up. 2-4 weeks
> is a huge amount of time in which everything changes. It would be
> completely artificial to believe that a situation I'm dealing with
> is going to be static for two weeks while I do nothing. Also you don't
> mention Rugtero so I'm assuming Dan is OK with either of the above
> methods and is either indifferent or desires time to pass more quickly?
Didn't even think about that...bleh. Whoops. 3 time line possiblities. ;)
No idea if any plot lines or necessary slow downs are coming up in Rougtero
or not.
>
> Everything is one day in Centralia because we don't need to involve
> ourselves in events that happen days away (getting word takes long
> enough, mobilizing takes even longer) and by then events have shifted.
> But then Galeia is more land, large troop oriented so I see your
> point.
>
> I don't have a world map yet, but why do you need weeks? Why not A
> week? Develop plots over time, fill in time with subplots, etc...
>
> -Steve
travel times, and you can only run so many adventures that are based on
people traveling from A to B. Once things get rolling they might slow
down a bit, but I'm honestly not sure for Jevan's. The one I'm thinking
of running will require some time to setup, and then slow down a bit.
Wright
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