[Discuss] Dwilight - Game terms vs. Character terms
Anthony Cerqueira
zol.tanzet at gmail.com
Mon Jan 7 23:55:37 CET 2008
On 1/7/08, Tom Vogt <tom at lemuria.org> wrote:
>
> Dominic schrieb:
> > On the IRC we've been talking about how "deep" the RP will need to be,
> > especially concerning those touchy terms which never sound right, no
> > matter how they are used.
> >
> > For example, nobles would not talk of turns, they would talk of days.
> > Since Tom has always rejection requests for day/night-related things
> > in the past, for good reasons, we lack a real world equivalent to
> > these terms, one that would not confuse people. Also, the main one,
> > perhaps, is Combat Strength. You just can't replace it, unless you
> > want to set up an elaborate system with lots of fancy words to
> > represent unit CS (professionnal band, untrained gang, whatever). With
> > that comes pretty much everything else that has numbers attached to
> > it, such as unit cohesion, region morale, and whatever else.
>
> Who said that we'd take things that far? Combat Strength is a term used
> by the game itself, so why would I hit anyone for using it as well?
>
> Turn, on the other hand, is seldom used in-game. The game mostly talks
> about sunset and sunrise, for example.
>
>
>
>
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The problem is for people it's difficult to think of the sunrise turn when
outside is dark, not impossible of course. There's always lots of confusion
when people try to arrange things for a turn in advance, mostly because they
aren't certain when the message was issued. Thus things like, 'next turn' or
'at sunrise' trip people up until they do the math for when the message was
sent. Listing the message in terms of hours and day/night, would help a bit
I'd think.
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