SDNW4 Timeline Poll
Posted: 2010-06-08 10:58pm
So the issue was raised, received brief commentary and then got buried by a host of other things...but with the game start approaching I wanted to bring up the pacing issue and some potential alternatives.
Just off the top of my head option A provides the most predictability for those who want to gameplan long term but runs us in to the issue of invoking unreal time when folks have involved stories that take longer to write out than we have "time" for. Option B eliminates the possibility of storylines being forced to wrap up but sacrifices long-term predictability while also presenting the possibility that some time periods will drag on depressing participation outside of the folks whose storyline is at issue. Option C splits the difference and has plus and minuses from both options, by placing a hard cap on the length of each In Game time unit there is a definite maximum for how long things will take and the ability of the mods speeding time up should eliminate slow periods...but that comes at the cost of possibly forcing some storylines to be preemptively wrapped up and still not offering any firm assurance as to the speed of the game moving.
So I'm partial to option C because I think the benefits of splitting the difference outweigh the shortside from either perspective...but since we are all playing this poll goes up. I'm gonna let it run for 2 weeks which should give us a pretty solid answer in time for game start.
- Alternative A: Fixed timeline, "X" many weeks in real life = "Y" many months in game, issues which clearly spill past the imposed ratios invoke "unreal time"
Alternative B: Permanent unreal time: time changes will be made by mod-council announcements. That is we start 1 January 3401 and 1 Feb 3401 happens whenever the mod-council moves us forward (or Q1 3401 then it becomes Q2 3401, etc, etc, ad nauseum). No such thing as "unreal" time, once we jump forward time has passed.
Alternative C: Semi-permanent unreal time: Months (or quarters, years, etc) will be predesignated at a very long time-frame (e.g. 1 RL month = 1 IG Month) however the mod-council can jump forward at any time if the pace of the game dictates. No such thing as "unreal" time, once we jump forward time has passed.
Just off the top of my head option A provides the most predictability for those who want to gameplan long term but runs us in to the issue of invoking unreal time when folks have involved stories that take longer to write out than we have "time" for. Option B eliminates the possibility of storylines being forced to wrap up but sacrifices long-term predictability while also presenting the possibility that some time periods will drag on depressing participation outside of the folks whose storyline is at issue. Option C splits the difference and has plus and minuses from both options, by placing a hard cap on the length of each In Game time unit there is a definite maximum for how long things will take and the ability of the mods speeding time up should eliminate slow periods...but that comes at the cost of possibly forcing some storylines to be preemptively wrapped up and still not offering any firm assurance as to the speed of the game moving.
So I'm partial to option C because I think the benefits of splitting the difference outweigh the shortside from either perspective...but since we are all playing this poll goes up. I'm gonna let it run for 2 weeks which should give us a pretty solid answer in time for game start.