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#1 |
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Join Date: Nov 2011
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The game time modifier for traits such as Luck has a lot to recommend it. If nothing else it's pretty much required for a pbp game. There is a disadvantage though since this means losing the tie between amount of rerolls and implicit interest in the events being played out. Thus the inclusion of the rather obvious "The GM may adjust these ratios."
Personally given the sort of campaigns I've been involved in historically only a small minority of characters wouldn't be seriously disadvantaged by the switch from real time to game time so I'd like to adjust the ratio. Has anyone experimented with this? |
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#2 |
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Join Date: Feb 2011
Location: Cambridge, MA
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One thought is to measure time narratively rather than game time vs. real time. For example, you could give Luck x uses per encounter.
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#3 | |
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Join Date: Nov 2011
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What I had in mind was something in much the same vein as the normal game time modifier but. say. 24 times as fast in recharging. This is the sort of thing that can really use practical reports though. |
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#4 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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The difficulty is the enormous variation in the rate of passage of game time. Significant amount of time passing between scenarios should not be a problem, but it's very easy for "You travel for two nights and hide during the day" to happen during one session, while another session only lasts ten minutes of game time. So it's going to depend a lot on campaign style, and still more on the individual events of a session. If they're similar enough to generalise across, you may have a cliché problem.
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#5 | |
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Join Date: Nov 2011
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You can always generalize a rate no matter the campaign although, of course, some will function better having done this. I also feel that regularity of time passage is far too abstract a feature to be a cliché. |
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#6 | ||
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Quote:
Quote:
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| Tags |
| brainstorm, game time, house rules, powers, real time |
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