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<blockquote data-quote="Emberashh" data-source="post: 9272205" data-attributes="member: 7040941"><p>In a nutshell, whats being described is a means of generating a living world thats easily managed in tabletop. You can have NPCs off doing quests and, well, "living" with little to no overhead other than some more robust notes than the typical and a Calendar. The Calendar runs off of the strict timekeeping thats assumed for the game, which is just the Time variant of the Tension Pool, which the entire game runs off of. </p><p></p><p>That system is then being integrated with the rest of the game by layering it as the end goal of the overall social system, creating one big feedback loop that exists amongst the other big ones in the game, with its contribution to the game experience being (ideally) rich and non-arbitrary reactivity.</p><p></p><p>As the goal is to support a true sandbox, this system is what makes the gameworld reactive to the impossible to predict whims of the players, providing the necessary consequences to their actions. GMs of course can just do this on the fly, but that is seldom as satisfying (and not to mention a lot of work) as its arbitrary, and it in additionally depresses their position as a player in of themselves. The system is aimed at reducing the work so more play can be had. </p><p></p><p>Put another way, with this system you're trading slightly more prep and more involved gameplay for not having to write or otherwise produce any content of your own. The system is still designed for and encourages you to do so anyway, but it isn't going to be required to get satisfying gameplay, as you also gain a much more enhanced ability to be surprised not just by your players but by the game itself. Thats why the time pool is a core mechanic, and why Im working on the more elaborate encounter and complication system go with it. </p><p></p><p>These systems are also being designed with an eye towards GM-less play, either co-op or solo, and so that too is a factor in what the system is doing.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9272205, member: 7040941"] In a nutshell, whats being described is a means of generating a living world thats easily managed in tabletop. You can have NPCs off doing quests and, well, "living" with little to no overhead other than some more robust notes than the typical and a Calendar. The Calendar runs off of the strict timekeeping thats assumed for the game, which is just the Time variant of the Tension Pool, which the entire game runs off of. That system is then being integrated with the rest of the game by layering it as the end goal of the overall social system, creating one big feedback loop that exists amongst the other big ones in the game, with its contribution to the game experience being (ideally) rich and non-arbitrary reactivity. As the goal is to support a true sandbox, this system is what makes the gameworld reactive to the impossible to predict whims of the players, providing the necessary consequences to their actions. GMs of course can just do this on the fly, but that is seldom as satisfying (and not to mention a lot of work) as its arbitrary, and it in additionally depresses their position as a player in of themselves. The system is aimed at reducing the work so more play can be had. Put another way, with this system you're trading slightly more prep and more involved gameplay for not having to write or otherwise produce any content of your own. The system is still designed for and encourages you to do so anyway, but it isn't going to be required to get satisfying gameplay, as you also gain a much more enhanced ability to be surprised not just by your players but by the game itself. Thats why the time pool is a core mechanic, and why Im working on the more elaborate encounter and complication system go with it. These systems are also being designed with an eye towards GM-less play, either co-op or solo, and so that too is a factor in what the system is doing. [/QUOTE]
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