Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Talking the Talk
[OOC] Citadel of the Iron Crown starting point discussion
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Binder Fred" data-source="post: 4193785" data-attributes="member: 63746"><p>I've always been more of a pbem man myself, but that's what you call Fluid Time : there *is* no present, everything is fluid until all scenes have come to their respective conclusion. Given the slowness of posting, you simultaniously play (bits of) scenes that don't actually occur at the same time in the order of narration. The only requirement is that you know the end situation of side-scenes (and get there) so the scenes can hook up to each other and form the finished story. </p><p></p><p>So we *could* have gone the table-top/order of narration way and stopped at Baran seing the thieves in his hut and myself asking for spot rolls. Waited for Renau to describe his character's actions. I would then have rolled, Dave would then have answered with results on both our actions. And so on before moving on to the running scene and then the entering the woods scene. That takes a heck of a lot of time in a forum game. In this case, since we know the outcome of both earlier scenes (thieves get away and enter the woods) all those scenes can be played at the same time and so can the "before the robbery" scene with its "Suddenly there comes a crash and the sound of cursing voices from Baran's hut" end point. When each scene is finished writing, it is then slotted in its place in the order the characters actually experienced them, becoming the finished story. Takes a bit more care (and there *is* the occassional hook-up glitch) but this system ensures everybody has something to do and that things progress apace.</p><p></p><p>In this case, first decide where your character is and what she was doing when all this occurs. Then decide her actions, wether she notices or not (roll a die if you wish). Describe away in the appropriate thread(s). She could come in as early as the curse and crash, at the screaming or at any other point. You decide... I take it you're used to something different?</p><p></p><p>Binder Fred, watching the cultures clash.</p></blockquote><p></p>
[QUOTE="Binder Fred, post: 4193785, member: 63746"] I've always been more of a pbem man myself, but that's what you call Fluid Time : there *is* no present, everything is fluid until all scenes have come to their respective conclusion. Given the slowness of posting, you simultaniously play (bits of) scenes that don't actually occur at the same time in the order of narration. The only requirement is that you know the end situation of side-scenes (and get there) so the scenes can hook up to each other and form the finished story. So we *could* have gone the table-top/order of narration way and stopped at Baran seing the thieves in his hut and myself asking for spot rolls. Waited for Renau to describe his character's actions. I would then have rolled, Dave would then have answered with results on both our actions. And so on before moving on to the running scene and then the entering the woods scene. That takes a heck of a lot of time in a forum game. In this case, since we know the outcome of both earlier scenes (thieves get away and enter the woods) all those scenes can be played at the same time and so can the "before the robbery" scene with its "Suddenly there comes a crash and the sound of cursing voices from Baran's hut" end point. When each scene is finished writing, it is then slotted in its place in the order the characters actually experienced them, becoming the finished story. Takes a bit more care (and there *is* the occassional hook-up glitch) but this system ensures everybody has something to do and that things progress apace. In this case, first decide where your character is and what she was doing when all this occurs. Then decide her actions, wether she notices or not (roll a die if you wish). Describe away in the appropriate thread(s). She could come in as early as the curse and crash, at the screaming or at any other point. You decide... I take it you're used to something different? Binder Fred, watching the cultures clash. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
[OOC] Citadel of the Iron Crown starting point discussion
Top