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Can't get my head around the time thing

PostPosted: Sat Mar 11, 2006 1:23 pm
by uncle_wilf
This is not meant to be a moan or rant: merely a statement of where my mind is at the moment, in the hope that some of you can point out views other than my own and maybe help me back on course...

Like the title says. It's not that I don't understand the concept or can't see where it could come in useful or anything like that... it's just... such an artificial constraint on the players...

What I really can't understand is why *I* would want to play a campaign with such a short span when there are other games I could play; or I could play the same game ignoring the time limit. And if I wouldn't want to play the game, why would I want to design it? I know that this design challenge is meant to have restrictions. But surely they should be design restrictions rather than play restrictions?

I looked at the other years rules, and in all of those sets it's possible to produce a traditional RPG *or* something weird and whacky and out of the ordinary. This year, the first year I have been aware of this contest, the traditional option is out. Once the game is done there is no possibility for expansion. It seems like a dead end to me.

I could give up, but that would mean waiting until next year's contest, and I really don't want to do that... I mean it's not like I have no ideas! So I'm going to get some sleep; wake up at an ungodly hour and if I find any suggestions or comments here that give me a little more impetus, I'd be very grateful.

Regards,

Gordon

PostPosted: Sat Mar 11, 2006 1:40 pm
by darwin
You've just described in uncanny detail how I'm feeling about it and I am also struggling to make a start.

PostPosted: Sat Mar 11, 2006 2:01 pm
by Doug Ruff
Come on everyone, let's help out!

How about this: having a game with a short span means that you can play it as well as have a "regular" campaign.

Also, I'm assuming that 'open-ended' play is your default style. Perhaps it would help if you (both) were to tell us what you like about this style of gaming, as opposed to the 'weird and wacky' stuff?

This last advice may be counter-intuitive, but I think it's valid: think about designing a 2-hour game. That way, your idea isn't competing with traditional RPGs. Instead, it's competing with watching a film, or playing a board game.

Hope this helps, and that you do decide to enter.

PostPosted: Sat Mar 11, 2006 2:02 pm
by pfischer
That's funny - I think the time restraints are the best thing about this year's challenge. I instantly got loads of ideas by considering a time limited game alone, and I can't wait to se what people have done with it.

But that's just me :)

Per

PostPosted: Sat Mar 11, 2006 2:07 pm
by darwin
Absolutely. I really like fixed duration games in fact 1 shot games are geat especially when you can get it to be adversarial and also be roleplaying.

My issue isn't that I don't like having to be finished in a certain time it is making that time limit meaningful in the context of the game and having the game itself be replayable.

Re: Can't get my head around the time thing

PostPosted: Sat Mar 11, 2006 2:15 pm
by Kuma_Pageworks

PostPosted: Sat Mar 11, 2006 2:16 pm
by Doug Ruff

PostPosted: Sat Mar 11, 2006 2:17 pm
by adgboss

Re: Can't get my head around the time thing

PostPosted: Sat Mar 11, 2006 2:31 pm
by Mr. Teapot

PostPosted: Sat Mar 11, 2006 2:45 pm
by darwin