Eclipse Time Mechanic: OPINIONS PLEASE
Jun 26, 2014 5:58:04 GMT -8
Post by The City [EclipseZwolf] on Jun 26, 2014 5:58:04 GMT -8
Eclipse Time Mechanic and Description
GUYS!!!! IF YOU WANT TO USE THIS MECHANIC THAT'S COOL!!! PM ME IF YOU DECIDE TO SO THAT I CAN WATCH AND SEE IF IT WORKS WELL!!!!
Purpose: The purpose of introducing this mechanic is twofold. First, it allows the mastermind to more easily control and manage players during moments of high intensity. Second, it protects players who are intending to pull off complex actions, like murder, and not have to worry that while they wait for the mastermind's A-ok to move on that they will be discovered.
Description: Eclipse Time is a mechanic that slows down the game for a period of time forcing all the players to go from real time action, to turn-based. All movement information becomes hidden and players receive all of their "sensory" information directly through the mastermind.
The Mechanic(How it works):
1. The Mastermind will announce in the main chat that Eclipse Time 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 Eclipse Time.
Special Rules:
1. Players who are inactive at the start of Eclipse Time MAY NOT ACT during Eclipse Time unless...(rule 2)
2. Players may "Alert" players who were inactive, effectively waking them up. A player who has been alerted is now allowed to move during Eclipse Time.
3. All Actions in Eclipse Time require a motive. This motive requirement is there to prevent player's from acting on the basis of "Eclipse time 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 Eclipse Time they will be rendered "inactive" for the remainder of Eclipse Time. Alerting these individuals will be extremely difficult.
6. Players who intentionally attempt to trigger Eclipse Time, but cease their actions that caused the Eclipse Time(without motive!) after it begins will be punished.
Notes:
1. Murder will not always trigger Eclipse Time.
2. Eclipse Time can be triggered by things other than murder.
3. If a player unintentionally returns during Eclipse time and doesn't realize it and starts moving normally, they will be informed of it. They will not be punished.
4. All rooms that are "changed" during Eclipse Time will have their threads updated at the END of Eclipse Time. This is to prevent players from scouting changes during Eclipse Time to locate people in action.
5. Eclipse Time is what I call it. Anybody can use this system and call it something else if they so desire.
Examples:
1. Luna: Moon Phase
2. Seadrias: High/Low Tide
3. MadSova: Mad Tea Time/ Mad Dream Time
4. Air: Tornado Season/ MonoBAir Mode
etc.
4. Air: Tornado Season/ MonoBAir Mode
etc.