Eclipse Time
Jan 2, 2015 21:44:58 GMT -8
Post by The City [EclipseZwolf] on Jan 2, 2015 21:44:58 GMT -8
Eclipse Time Mechanic
Eclipse Time is the act of changing the rate in which you respond to actions and allow players to act in order to control certain situations. There are two forms of Eclipse Time.
Global Eclipse Time
And
Focused Eclipse Time
For our purposes I will refer to them as G.E.T and F.E.T for the remainder of this document.
Global Eclipse Time (G.E.T)
G.E.T is intended to be used when controlling a large number of players and slowing down the pace of the game so that actions occur more in time with each other and allowing the Mastermind a easier to manage situation.
The Mechanic(How it works):
1. The Mastermind will announce in the main chat that G.E.T has begun.
2. All players will delete their movement post and pm the mastermind their current locations.
3. Every player will send a pm to the mastermind detailing their next course of action AND their motive for that action.
4. After a set amount of time passes the mastermind will move the players who acted and respond.
5. Repeat steps 3-4 until the Mastermind declares an end to G.E.T.
Special G.E.T Rules:
1. Players who are inactive at the start of Eclipse Time MAY NOT ACT during G.E.T unless...(rule 2)
2. Players may "Alert" (in-game) players who were inactive, effectively waking them up. A player who has been alerted is now allowed to move during G.E.T.
3. All Actions in G.E.T require a motive. This motive requirement is there to prevent player's from acting on the basis of "G.E.T is on so I need to go find a murderer" or something of that nature.
4. If I deem a motive to have been too weak then you will find yourself "distracted" by something and you will not act for that turn.
5. If a player fails three motives over the course of a short time frame during G.E.T they will be rendered "inactive" for the remainder of G.E.T. Alerting these individuals will be extremely difficult.
6. Players who intentionally attempt to trigger G.E.T, but cease their actions that caused the G.E.T(without motive!) after it begins will be punished.
Focused Eclipse Time (F.E.T)
F.E.T is a mechanic that works in the opposite direction as G.E.T. If GET allows the mastermind to manage more people, FET focuses all of the masterminds attention onto a single player to create a tense and real time situation for that player. The downside is that it requires the mastermind to cease managing other players temporarily. The mastermind basically provides a constant stream of information to the target player who reacts even as the mastermind is working. Essentially the mastermind is writing the story of what happens and the chosen player can act to change how events unfold in real time.
The Mechanic(How it works):
1. The Mastermind will announce in the main chat that F.E.T has begun.
2. All players will cease all movement and actions via forum and skype
3. The Mastermind will PM the player who is entering F.E.T.
4. The mastermind will prepare a skype chat location for F.E.T to take place.
5. The Mastermind will verify the player is prepared to begin and understands the rules of F.E.T
6. The Mastermind will begin typing the scenario and providing information to the player in short chunks.
7. The target player will type and send their reactions in the F.E.T chat as information falls.
8. The Mastermind will wait 5 seconds after finishing a chunk of information before starting to type the next.
9. Once the mastermind states something happens in the skype chat it has happened and you can only respond to it.
10. F.E.T proceeds until the mastermind reaches the end of the scenario.
Special F.E.T Rules
1. Assuming the F.E.T chat is occurring somewhere where more than one player can witness events, ONLY the target player may act. If other players disrupt the chain of skype messages they are liable to be removed and/or banned.
2. The number of times a player may "react" during F.E.T may be limited. If all actions are spent then the player must simply wait for the mastermind to finish and can no longer interfere.
3. Typos and other things are interpreted by the mastermind. The story will not be slowed down for any reason. If an action is ineligible or difficult to understand it will be treated as your character having flubbed up and due to panic or other factors failed to act.
4. F.E.T is a high speed scenario. It only happens once. No do overs.
5. Depending on circumstances the time allowed for player responses may be extended OR shortened.
5. Depending on circumstances the time allowed for player responses may be extended OR shortened.