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#1 | |
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Join Date: Oct 2005
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I'm running an infinite worlds game for a group unfamiliar with the setting, and I've run into a spot of trouble - namely, when I try to explain things like "Quantum Levels" and the difference between conveyors and projectors, their eyes glaze over and they say something to the tune of "This is time we could spend punching Nazis instead of learning about imaginary physics!".
I had a bit of a think about it, and decided it might be just easier to massively simplify the way parachronics works in my game. Here's the explanation I gave them: Quote:
Are there any potential problems anyone can forsee with doing it this way?
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Pining for the fnords... |
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#2 |
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Join Date: Apr 2005
Location: Schleswig, Germany
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I donīt see any problems. You could add that projectors donīt work everywhere at every given moment, to have an answer to the question : "Why canīt we project directly into the Wolfsschanze to catch Reich-3 Hitler with his pants down?"
In the end, your background removes a few potential interesting complications. There wonīt be any "Subquantum operation failure has the conveyor stuck in limbo" scenarios with your background. Even with a more complicated background, the players donīt have to care about it, especially if the characters donīt have the relevant skills. You could have an NPC operator do all the complicated stuff and a NPC chief who makes the relevant decisions. You donīt have to tell them the parachronic details as the GM, but have a NPC bore the PCs with his technobubble.
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No unconsenting english phrases were harmed during the writing of this post. |
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#3 |
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Join Date: Aug 2007
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I don't see anything wrong with your changes, but then I also don't see a reason to. I'd tailor the information towards what the player's ask about, and then use the setting's lingo as necessary when NPC's talk or when things need to be described. Eventually their curiosity should be piqued and they'll ask, and then they'll be interested in a fuller explanation.
Some samples (that could probably be used right away, if you don't change the setting): What's a Conveyor? - It's the vessel you use to travel between worlds. They're graded for the maximum distances they can jump. Don't lose it. What's a Projector? - A launch pad for conveyor's. Needed for long jumps. Multiple long jumps will require a stopover at the projector. They can only be built on certain worlds. What's a Quantum? - A coordinate used in jumping to parallel worlds. Short jumps won't change it. Long jumps (which will require a projector) do change it. The larger the change in Quantum, the harder the jump. |
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#4 | |
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Join Date: Jun 2006
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Don't provide the players with the details until they ask. In this case you start off with "Here's the mission breif, Dr. Smith over there will pilot the conveyer to drop you on the target worldline." If the PCs ask stuff like why can't we be dropped right in the middle of the target rather than some seedy warehouse hundreds of miles away then the details *might* be important, though "Because the conveyer settings are limited, when you get back ask to sign up for the technical course" will probably work.
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-- MA Lloyd |
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#5 | ||
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Join Date: Sep 2004
Location: Chicago
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Quote:
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#6 |
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Join Date: Oct 2004
Location: Sierra Vista, Arizona
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If your players don't care about understanding things like Quantum levels and how parachronics work, you could always just fall back on a line used by Simon Hawke in the old Timewars series..."Nobody understands rubber physics." The PCs know where they want to go; how they get there is the province of the boffins behind the scenes (and the GM).
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"It's never to early to start beefing up your obituary." -- The Most Interesting Man in the World |
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#7 |
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Join Date: Jan 2006
Location: Victoria, BC, Canada
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"Conveyors are vehicles that can move between worlds that are near each other. If you want to move to distant worlds, you need a projector, which is the size of a building and can only be built on Homeline or Centrum. Projectors either catapult conveyors to, or pull them from a distant world and both machines must be working together. Worlds have a number called 'Quantum Level' and those with the same level are nearby, a difference of 1 or 2 is distant, and 3 or more is too distant for even projectors."
That's everything they really need to know, in 4 sentences. |
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#8 |
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Join Date: Sep 2008
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Here are some potential complications I can see arising from your simplified version...
Communication: Because conveyors already have working parachronics, it's easy to justify being able to communicate back to Homeline without Homeline initiating it. By your version, it would be impossible to initiate communication - you'd be completely reliant on established "check-in" times, which could prove quite inconvenient. You can get around this by introducing parachronic communicators, which might maintain some sort of link to the projector. Alternatively, say that the physics of many worlds allow data to be transmitted and received, but that objects can't make the journey without one side being parachronic-capable. Getaways: With a conveyor, you can duck in and slip back to Homeline when you need to - and you can take care to insure nobody sees you doing it! If you are reliant on a distant projector, you have to wait for it to establish a portal - and hope you don't get chased out of the area before it fully opens. This gets worse if you don't have communicators. The characters have to get back to a predetermined extraction point at a predetermined time and make certain (or simply hope) no locals are in the area to witness the event. Sounds like a good song to dance the Charlie Foxtrot to. The Secret: By keeping the method of travel in the characters' hands, it's easier to insure nobody notices the transit, thus insuring The Secret is maintained. They can just drive out into the desert, fly into the sunset, or whatever else, then - *POP* - vanish when nobody's looking. If instead the characters need to go to an abandoned warehouse and enter a shimmering portal, they'll be much easier to follow and stay hidden from during extraction (and of course no communicators makes this even worse). There's also the possibility of a local stumbling into the portal and suddenly finding himself on Homeline, while a conveyor is typically not very easy to stow away in. Considering how dangerous and powerful the natives of some worlds can be, this could be a serious issue. On the bright side, it can also make for an interesting adventure scenario. There are, doubtless, other complications, but those are the big ones I can think of. If you want to keep your portal idea, just keep these in mind. Alternatively, try out Hai-Etlik's summary and see how well that works for your players.
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Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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#9 | |
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Join Date: Oct 2005
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One last question; are there any pre-made IW campaigns? I'll end up writing my own anyway, but I've always found pre-made ones useful for getting a feel for the flow of the setting (and for stealing ideas from).
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Pining for the fnords... |
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