There was a lot of confusion surrounding whose turn it was when a mage showed up in a large scene, and what was/wasn't appropriate for turn-taking (moving, eating) during a tense situation.
It'd be nice if, when someone called 'turns' in a room, we could all enter a command like 'turns claim' and then it would automatically prompt us when it was our turn to emote.
That might also function similarly enough to combat that it might be easier if turns and combat were combined into one (like, if you could enter combat without a violent action, but just get yourself into the queue) and the game kept track of all the actions (emotes, attacks, charging/maneuvering, etc) that counted as a turn.
Turns automation
When we had some mage attack in the church square, that scene between first and second round grew to 9 people from initial 3. Even more by end of round 2. We wound up handling it by one player taking the role of turn caller, keeping track of the queue and whose turn it is now through osay. It was messy, annoying but, well, worked. He also asked newcomers if they want a turn or will they be just bystanders.
As for the automated system, it's very easy to idle out while waiting for your turn in such scenes unless you artificially keep it alive (and do so in a manner that won't echo the room), and what then if someone idles out? Do they lose the turn? Or do the turns wait for him some time? Either of those outcomes will likely annoy some players a lot, possible either prolonging the scene as we wait for a timed out player, or having an important person out of the turns.
Such large turn scenes are very rare, so maybe we need a better explanation of the turns in the help files instead. Maybe also an abridged version as a "quick handy" of what does and does not constitute an action, where you are in the queue after you enter the scene etc.
As for the automated system, it's very easy to idle out while waiting for your turn in such scenes unless you artificially keep it alive (and do so in a manner that won't echo the room), and what then if someone idles out? Do they lose the turn? Or do the turns wait for him some time? Either of those outcomes will likely annoy some players a lot, possible either prolonging the scene as we wait for a timed out player, or having an important person out of the turns.
Such large turn scenes are very rare, so maybe we need a better explanation of the turns in the help files instead. Maybe also an abridged version as a "quick handy" of what does and does not constitute an action, where you are in the queue after you enter the scene etc.
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