Follow TV Tropes

Following

History Main / SlidingScaleOfTurnRealism

Go To

OR

Is there an issue? Send a MessageReason:
None


* ''Sword’s Path Glory'' by Leading Edge Games was a tabletop game had turns that lasted ''1/12 of a second''.

to:

* ''Sword’s Path Glory'' by Leading Edge Games was a tabletop game had with turns that lasted ''1/12 of a second''.
Is there an issue? Send a MessageReason:
None


* ''{{Diplomacy}}'' - 6 months a round

to:

* ''{{Diplomacy}}'' ''TabletopGame/{{Diplomacy}}'' - 6 months a round
Is there an issue? Send a MessageReason:
None


Time is sliced up into chunks, and in each chunk everyone acts. The length of the round will vary a lot by game, ranging from a few seconds to months or even years. So long as they have a defined length, it is Round by Round. The method used by DungeonsAndDragons, as well as most [=RPG=]s, this is less realistic but easier to administer again. Some actions have to span multiple rounds however and other actions seems to take a long time compared to what it would take in real life, for example pushing a button could take as much as 6 seconds if that is the length of a round. This can often also lead to problems transitioning non-combat actions into combat situations due to the duration differences. If a round is 6 seconds then blowing away the smoke would either take the whole 6 seconds or be ignored time wise. Loading a handgun would take 2 seconds longer than under other systems. Stripping the rifle takes 10 successive rounds. Some systems break the round down into portions to allow some flexibility.

to:

Time is sliced up into chunks, and in each chunk everyone acts. The length of the round will vary a lot by game, ranging from a few seconds to months or even years. So long as they have a defined length, it is Round by Round. The method used by DungeonsAndDragons, ''TabletopGame/DungeonsAndDragons'', as well as most [=RPG=]s, this is less realistic but easier to administer again. Some actions have to span multiple rounds however and other actions seems to take a long time compared to what it would take in real life, for example pushing a button could take as much as 6 seconds if that is the length of a round. This can often also lead to problems transitioning non-combat actions into combat situations due to the duration differences. If a round is 6 seconds then blowing away the smoke would either take the whole 6 seconds or be ignored time wise. Loading a handgun would take 2 seconds longer than under other systems. Stripping the rifle takes 10 successive rounds. Some systems break the round down into portions to allow some flexibility.
Is there an issue? Send a MessageReason:
None


* The ''TotalWar'' series (for the turn-based part of the game, anyway). The amount of time per turn varies from game to game; ''Rome: Total War'' for example has every turn represent 6 months, while ''Medieval 2 Total War'' has turns representing two whole years.

to:

* The ''TotalWar'' ''VideoGame/TotalWar'' series (for the turn-based part of the game, anyway). The amount of time per turn varies from game to game; ''Rome: Total War'' ''VideoGame/RomeTotalWar'' for example has every turn represent 6 months, while ''Medieval 2 Total War'' ''VideoGame/MedievalIITotalWar'' has turns representing two whole years.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Civilization}}'' - In the beginning, each round simulates up to 100 years, but the amount of time spent during each round lessens as the game continues, presumably to keep it realistic. It would be crazy if it took the same amount of time for a stone age civilization to create a barracks as a modern one.

to:

* ''VideoGame/{{Civilization}}'' - In the beginning, each round simulates up to 100 years, but the amount of time spent during each round lessens as the game continues, presumably to keep it realistic. It would be crazy if it took the same amount of time for a stone age civilization to create a barracks as a modern one. Generally speaking, a game can last a maximum of 500 rounds, though most end well before that.
Is there an issue? Send a MessageReason:
None


* ''TabletopGame/TheWorldOfDarkness''

to:

* ''TabletopGame/TheWorldOfDarkness''
''TabletopGame/TheWorldOfDarkness'' goes one step further and applies this to ''non-combat'' as well. The main unit of time is the "scene" - however long it takes for the events in the current area to conclude. The equivalent of "until the turn ends" is "for the rest of the scene".
Is there an issue? Send a MessageReason:
None


* ''FinalFantasy'' at least in the early games and [[Videogame/FinalFantasyX X]] before they went to Active Time Battles.

to:

* ''FinalFantasy'' ''Franchise/FinalFantasy'' at least in the early games and [[Videogame/FinalFantasyX X]] before they went to Active Time Battles.
Is there an issue? Send a MessageReason:
None


* The Active Time Battle in the ''FinalFantasy'' games

to:

* The Active Time Battle ActiveTimeBattle in the ''FinalFantasy'' ''Franchise/FinalFantasy'' games
Is there an issue? Send a MessageReason:
None


Games that simulate real life to a degree have, over the years, had to deal with one problem time and time again. How do you simulate the passage of time in a situation where tracking it is vital? While you can say "about an hour" when dealing with shopping, in combat you need exact measurements. There have been many different attempts at this.

to:

Games that simulate real life to a degree have, over the years, had to deal with one problem time and time again. How do you simulate the passage of time in a situation where tracking it is vital? While you can say "about an hour" when dealing with shopping, in combat [[TurnBasedCombat combat]] you need exact measurements. There have been many different attempts at this.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/PanzerDragoon Saga''
Is there an issue? Send a MessageReason:
None


* ''{{GURPS}}''. The developers eventually realized that this has a few problems when trying to emulate action-movie realism with rubbery time, so ''Action'' supplement uses Turn by Turn, with the length of a turn defined as "the time needed to do something cool". It even includes a rule that if a bomb was ticking, then the remaining time is [[MagicCountdown reduced by a random amount]], regardless of the chase scene length for this!

to:

* ''{{GURPS}}''. The developers eventually realized that this has a few problems when trying to emulate action-movie realism with rubbery time, so ''Action'' supplement uses Turn by Turn, with the length of a turn defined as "the "[[RuleOfCool the time needed to do something cool".cool]]". It even includes a rule that if a bomb was ticking, then the remaining time is [[MagicCountdown reduced by a random amount]], regardless of the chase scene length for this!

Added: 1631

Changed: 2873

Is there an issue? Send a MessageReason:
None





A choice used extensively by WhiteWolf, similar to Second by Second in that time is broken down into seconds but different in that if an action takes longer than a second then it occurs instantaneously and then the character simply does not act for several seconds' worth of time. Less realistic (as you have sword blows hitting and then the person spending time on the attack, for example) but easier to administer. Blowing away the smoke from the barrel still takes 1 second, allowing you to act next second. Loading a handgun takes 4 seconds, meaning that you load it on second 1 and then do nothing for seconds 2-4. Stripping the rifle still takes 60 seconds and again the detail would probably be ignored.
* ''{{Champions}}'' (A segment is one second, 12 segments is a round. A characters SPEED stat is how many times a round they can act, the default speed is 2.)

to:


A choice used extensively by WhiteWolf, similar to Second by Second in that time is broken down into seconds but different in that if an action takes longer than a second then it occurs instantaneously and then the character simply does not act for several seconds' worth of time. Less realistic (as you have sword blows hitting and then the person spending time on the attack, for example) but easier to administer. Blowing away the smoke from the barrel still takes 1 second, allowing you to act next second. Loading a handgun takes 4 seconds, meaning that you load it on second 1 and then do nothing for seconds 2-4. Stripping the rifle still takes 60 seconds seconds, and again the detail would probably be ignored.
* ''{{Champions}}'' (A segment is one second, 12 segments is a round. A characters character's SPEED stat is how many times a round they can act, the default speed is 2.)



Time is sliced up into chunks and in each chunk everyone acts. The length of the round will vary a lot by game, ranging from a few seconds to months or even years. So long as they have a defined length, it is Round by Round. The method used by DungeonsAndDragons, as well as most [=RPG=]s, this is less realistic but easier to administer again. Some actions have to span multiple rounds however and other actions seems to take a long time compared to what it would take in real life, for example pushing a button could take as much as 6 seconds if that is the length of a round. This can often also lead to problems transitioning non-combat actions into combat situations due to the duration differences. If a round is 6 seconds then blowing away the smoke would either take the whole 6 seconds or be ignored time wise. Loading a handgun would take 2 seconds longer than under other systems. Stripping the rifle takes 10 successive rounds. Some systems break the round down into portions to allow some flexibility.

to:


Time is sliced up into chunks chunks, and in each chunk everyone acts. The length of the round will vary a lot by game, ranging from a few seconds to months or even years. So long as they have a defined length, it is Round by Round. The method used by DungeonsAndDragons, as well as most [=RPG=]s, this is less realistic but easier to administer again. Some actions have to span multiple rounds however and other actions seems to take a long time compared to what it would take in real life, for example pushing a button could take as much as 6 seconds if that is the length of a round. This can often also lead to problems transitioning non-combat actions into combat situations due to the duration differences. If a round is 6 seconds then blowing away the smoke would either take the whole 6 seconds or be ignored time wise. Loading a handgun would take 2 seconds longer than under other systems. Stripping the rifle takes 10 successive rounds. Some systems break the round down into portions to allow some flexibility.



Used by most boardgames and ''TabletopGame/{{Paranoia}}'', this is essentially the same as Round by Round, save that each round has no specific duration attached to it. Everyone gets to act, and then everyone gets to act again. The least realistic it is also the easiest to do the administration of. Blowing away the smoke would almost certainly be ignored time wise. Loading a gun would either be ignored or take the same, abstract, amount of time as stripping a rifle.

to:


Used by most boardgames and ''TabletopGame/{{Paranoia}}'', this is essentially the same as Round by Round, save that each round has no specific duration attached to it. Everyone gets to act, and then everyone gets to act again. The least realistic realistic, it is also the easiest to do the administration of.administer. Blowing away the smoke would almost certainly be ignored time wise. Loading a gun would either be ignored or take the same, abstract, amount of time as stripping a rifle.
Is there an issue? Send a MessageReason:
None


A choice used extensively by White Wolf, similar to Second by Second in that time is broken down into seconds but different in that if an action takes longer than a second then it occurs instantaneously and then the character simply does not act for several seconds worth of time. Less realistic (as you have sword blows hitting and then the person spending time on the attack, for example) but easier to administer. Blowing away the smoke from the barrel still takes 1 second, allowing you to act next second. Loading a handgun takes 4 seconds, meaning that you load it on second 1 and then do nothing for seconds 2-4. Stripping the rifle still takes 60 seconds and again the detail would probably be ignored.

to:

A choice used extensively by White Wolf, WhiteWolf, similar to Second by Second in that time is broken down into seconds but different in that if an action takes longer than a second then it occurs instantaneously and then the character simply does not act for several seconds seconds' worth of time. Less realistic (as you have sword blows hitting and then the person spending time on the attack, for example) but easier to administer. Blowing away the smoke from the barrel still takes 1 second, allowing you to act next second. Loading a handgun takes 4 seconds, meaning that you load it on second 1 and then do nothing for seconds 2-4. Stripping the rifle still takes 60 seconds and again the detail would probably be ignored.



* ''{{Exalted}}''

to:

* ''{{Exalted}}''''TabletopGame/{{Exalted}}''



* ''{{Scion}}''

to:

* ''{{Scion}}''''TabletopGame/{{Scion}}''
Is there an issue? Send a MessageReason:
None


* ''TabletopGame/{{Warhammer}}'' and ''TabletopGame/{{Warhammer 40K}}''

to:

* ''TabletopGame/{{Warhammer}}'' and ''TabletopGame/{{Warhammer 40K}}''40000}}''



* ''KnightsOfTheDinnerTable'' has Brian and Weird Pete as the last participants in a long running war game based on World War 1. They meet once a month with each one carrying out a single turn which takes hours to complete. Though almost certain, the two players involved are a factor.

to:

* ''KnightsOfTheDinnerTable'' ''ComicStrip/KnightsOfTheDinnerTable'' has Brian and Weird Pete as the last participants in a long running war game based on World War 1. They meet once a month with each one carrying out a single turn which takes hours to complete. Though almost certain, the two players involved are a factor.
Is there an issue? Send a MessageReason:
None


* ''{{Fallout}}'' (by virtue of having a limited number of action points per turn)

to:

* ''{{Fallout}}'' ''VideoGame/{{Fallout}}'' (by virtue of having a limited number of action points per turn)
Is there an issue? Send a MessageReason:
fixed Namespace.


* ''{{Civilization}}'' - In the beginning, each round simulates up to 100 years, but the amount of time spent during each round lessens as the game continues, presumably to keep it realistic. It would be crazy if it took the same amount of time for a stone age civilization to create a barracks as a modern one.

to:

* ''{{Civilization}}'' ''VideoGame/{{Civilization}}'' - In the beginning, each round simulates up to 100 years, but the amount of time spent during each round lessens as the game continues, presumably to keep it realistic. It would be crazy if it took the same amount of time for a stone age civilization to create a barracks as a modern one.
Is there an issue? Send a MessageReason:
None


* {{GURPS}}. The developers eventually realized that this has a few problems when trying to emulate action-movie realism with rubbery time, so ''Action'' supplement uses Turn by Turn, with the length of a turn defined as "the time needed to do something cool". It even includes a rule that if a bomb was ticking, then the remaining time is [[MagicCountdown reduced by a random amount]], regardless of the chase scene length for this!
* Hackmaster's newest edition measures combat second by second. You can move every second, but the amount of time between 'significant' actions (attacks, spellcasting, and the like) is semi-random. The time between actions represents preparing, re-readying weapons, and the like.

to:

* {{GURPS}}.''{{GURPS}}''. The developers eventually realized that this has a few problems when trying to emulate action-movie realism with rubbery time, so ''Action'' supplement uses Turn by Turn, with the length of a turn defined as "the time needed to do something cool". It even includes a rule that if a bomb was ticking, then the remaining time is [[MagicCountdown reduced by a random amount]], regardless of the chase scene length for this!
* Hackmaster's ''Hackmaster'''s newest edition measures combat second by second. You can move every second, but the amount of time between 'significant' actions (attacks, spellcasting, and the like) is semi-random. The time between actions represents preparing, re-readying weapons, and the like.



* Champions (A segment is one second, 12 segments is a round. A characters SPEED stat is how many times a round they can act, the default speed is 2.)
* {{Exalted}}
* {{Fallout}} (by virtue of having a limited number of action points per turn)
* The Active Time Battle in the FinalFantasy games
* {{Scion}}
* Most {{Roguelike}}s

to:

* Champions ''{{Champions}}'' (A segment is one second, 12 segments is a round. A characters SPEED stat is how many times a round they can act, the default speed is 2.)
* {{Exalted}}
''{{Exalted}}''
* {{Fallout}} ''{{Fallout}}'' (by virtue of having a limited number of action points per turn)
* The Active Time Battle in the FinalFantasy ''FinalFantasy'' games
* {{Scion}}
''{{Scion}}''
* Most {{Roguelike}}s
''{{Roguelike}}s''



* {{Civilization}} - In the beginning, each round simulates up to 100 years, but the amount of time spent during each round lessens as the game continues, presumably to keep it realistic. It would be crazy if it took the same amount of time for a stone age civilization to create a barracks as a modern one.
* {{Diplomacy}} - 6 months a round
* TabletopGame/DungeonsAndDragons (and D20 system games in general) - 6 seconds a combat Round subdivided into specific action types in newer editions; 1 minute a combat round and 10 minutes a noncombat round in older editions.

to:

* {{Civilization}} ''{{Civilization}}'' - In the beginning, each round simulates up to 100 years, but the amount of time spent during each round lessens as the game continues, presumably to keep it realistic. It would be crazy if it took the same amount of time for a stone age civilization to create a barracks as a modern one.
* {{Diplomacy}} ''{{Diplomacy}}'' - 6 months a round
* TabletopGame/DungeonsAndDragons ''TabletopGame/DungeonsAndDragons'' (and D20 system games in general) - 6 seconds a combat Round subdivided into specific action types in newer editions; 1 minute a combat round and 10 minutes a noncombat round in older editions.



* SidMeiersAlphaCentauri - 1 year a Round
* The TotalWar series (for the turn-based part of the game, anyway). The amount of time per turn varies from game to game; ''Rome: Total War'' for example has every turn represent 6 months, while ''Medieval 2 Total War'' has turns representing two whole years.

to:

* SidMeiersAlphaCentauri ''SidMeiersAlphaCentauri'' - 1 year a Round
* The TotalWar ''TotalWar'' series (for the turn-based part of the game, anyway). The amount of time per turn varies from game to game; ''Rome: Total War'' for example has every turn represent 6 months, while ''Medieval 2 Total War'' has turns representing two whole years.



Used by most boardgames and TabletopGame/{{Paranoia}}, this is essentially the same as Round by Round, save that each round has no specific duration attached to it. Everyone gets to act, and then everyone gets to act again. The least realistic it is also the easiest to do the administration of. Blowing away the smoke would almost certainly be ignored time wise. Loading a gun would either be ignored or take the same, abstract, amount of time as stripping a rifle.

to:

Used by most boardgames and TabletopGame/{{Paranoia}}, ''TabletopGame/{{Paranoia}}'', this is essentially the same as Round by Round, save that each round has no specific duration attached to it. Everyone gets to act, and then everyone gets to act again. The least realistic it is also the easiest to do the administration of. Blowing away the smoke would almost certainly be ignored time wise. Loading a gun would either be ignored or take the same, abstract, amount of time as stripping a rifle.



* TabletopGame/{{Paranoia}}
* {{Pokemon}}. However, some attention is paid to moves of unusual duration. Particularly fast moves always go first, slower ones always go last, and some especially slow ones waste a turn charging up or recovering.
* FinalFantasy at least in the early games and [[Videogame/FinalFantasyX X]] before they went to Active Time Battles.
* TabletopGame/{{Warhammer}} and TabletopGame/{{Warhammer 40K}}

to:

* TabletopGame/{{Paranoia}}
''TabletopGame/{{Paranoia}}''
* {{Pokemon}}.''{{Pokemon}}''. However, some attention is paid to moves of unusual duration. Particularly fast moves always go first, slower ones always go last, and some especially slow ones waste a turn charging up or recovering.
* FinalFantasy ''FinalFantasy'' at least in the early games and [[Videogame/FinalFantasyX X]] before they went to Active Time Battles.
* TabletopGame/{{Warhammer}} ''TabletopGame/{{Warhammer}}'' and TabletopGame/{{Warhammer 40K}}''TabletopGame/{{Warhammer 40K}}''



* TabletopGame/TheWorldOfDarkness

to:

* TabletopGame/TheWorldOfDarkness
''TabletopGame/TheWorldOfDarkness''
Is there an issue? Send a MessageReason:
fixing redlinks


* Some comicbook (but not only) RPGs have turns based on 'panels' - that is, each hero has one panel in which he can make any action normally able to be depicted in a comicbook panel. Seventh Sea bases this on your charisma - the more handsome and cooler the hero is, the more often the 'camera' focuses on him.

to:

* Some comicbook (but not only) RPGs {{RPG}}s have turns based on 'panels' - that is, each hero has one panel in which he can make any action normally able to be depicted in a comicbook panel. Seventh Sea bases this on your charisma - the more handsome and cooler the hero is, the more often the 'camera' focuses on him.
Is there an issue? Send a MessageReason:
None


* DungeonsAndDragons (and D20 system games in general) - 6 seconds a combat Round subdivided into specific action types in newer editions; 1 minute a combat round and 10 minutes a noncombat round in older editions.

to:

* DungeonsAndDragons TabletopGame/DungeonsAndDragons (and D20 system games in general) - 6 seconds a combat Round subdivided into specific action types in newer editions; 1 minute a combat round and 10 minutes a noncombat round in older editions.



Used by most boardgames and {{Paranoia}}, this is essentially the same as Round by Round, save that each round has no specific duration attached to it. Everyone gets to act, and then everyone gets to act again. The least realistic it is also the easiest to do the administration of. Blowing away the smoke would almost certainly be ignored time wise. Loading a gun would either be ignored or take the same, abstract, amount of time as stripping a rifle.

to:

Used by most boardgames and {{Paranoia}}, TabletopGame/{{Paranoia}}, this is essentially the same as Round by Round, save that each round has no specific duration attached to it. Everyone gets to act, and then everyone gets to act again. The least realistic it is also the easiest to do the administration of. Blowing away the smoke would almost certainly be ignored time wise. Loading a gun would either be ignored or take the same, abstract, amount of time as stripping a rifle.



* {{Paranoia}}

to:

* {{Paranoia}}TabletopGame/{{Paranoia}}



* FinalFantasy at least in the early games and [[FinalFantasyX X]] before they went to Active Time Battles.
* {{Warhammer}} and {{Warhammer 40K}}

to:

* FinalFantasy at least in the early games and [[FinalFantasyX [[Videogame/FinalFantasyX X]] before they went to Active Time Battles.
* {{Warhammer}} TabletopGame/{{Warhammer}} and {{Warhammer TabletopGame/{{Warhammer 40K}}



* WorldOfDarkness

to:

* WorldOfDarkness
TabletopGame/TheWorldOfDarkness



The ''{{Paranoia}}'' supplement ''The Bot Abusers Manual'' has an interesting mechanic for how long a bot's power supply lasts between charges. The theory is that a short period of game time doing something interesting (twenty seconds shooting at Commies) should burn as much power as a long period of game time spent doing something routine (two hours wandering down corridors) - but both of these take about the same amount of real-world time to play out, so the GM just winds up a kitchen timer and lets it run down at a constant rate.

to:

The ''{{Paranoia}}'' ''TabletopGame/{{Paranoia}}'' supplement ''The Bot Abusers Manual'' has an interesting mechanic for how long a bot's power supply lasts between charges. The theory is that a short period of game time doing something interesting (twenty seconds shooting at Commies) should burn as much power as a long period of game time spent doing something routine (two hours wandering down corridors) - but both of these take about the same amount of real-world time to play out, so the GM just winds up a kitchen timer and lets it run down at a constant rate.
Is there an issue? Send a MessageReason:
None


* GammaWorld - Route moves (about 4 hours) and either search moves (10 seconds) or combat melee rounds (also 10 seconds), depending on the PC's actions.

to:

* GammaWorld ''TabletopGame/GammaWorld'' - Route moves (about 4 hours) and either search moves (10 seconds) or combat melee rounds (also 10 seconds), depending on the PC's actions.
Is there an issue? Send a MessageReason:
Moved Wo D to turn-by-turn. I\'m mostly familiar with nWoD, but from what I\'ve heard/remember, oWoD also uses turns, not Exalted-style ticks.


* WorldOfDarkness

to:

* WorldOfDarkness




to:

* WorldOfDarkness
Is there an issue? Send a MessageReason:
None


Time is sliced up into chunks and in each chunk everyone acts. The length of the round will vary a lot by game, ranging from a few seconds to months of even years. So long as they have a defined length, it is Round by Round. The method used by DungeonsAndDragons, as well as most [=RPG=]s, this is less realistic but easier to administer again. Some actions have to span multiple rounds however and other actions seems to take a long time compared to what it would take in real life, for example pushing a button could take as much as 6 seconds if that is the length of a round. This can often also lead to problems transitioning non-combat actions into combat situations due to the duration differences. If a round is 6 seconds then blowing away the smoke would either take the whole 6 seconds or be ignored time wise. Loading a handgun would take 2 seconds longer than under other systems. Striping the rifle takes 10 successive rounds. Some systems break the round down into portions to allow some flexibility.

to:

Time is sliced up into chunks and in each chunk everyone acts. The length of the round will vary a lot by game, ranging from a few seconds to months of or even years. So long as they have a defined length, it is Round by Round. The method used by DungeonsAndDragons, as well as most [=RPG=]s, this is less realistic but easier to administer again. Some actions have to span multiple rounds however and other actions seems to take a long time compared to what it would take in real life, for example pushing a button could take as much as 6 seconds if that is the length of a round. This can often also lead to problems transitioning non-combat actions into combat situations due to the duration differences. If a round is 6 seconds then blowing away the smoke would either take the whole 6 seconds or be ignored time wise. Loading a handgun would take 2 seconds longer than under other systems. Striping Stripping the rifle takes 10 successive rounds. Some systems break the round down into portions to allow some flexibility.



* {{Diplomacy}} - 6 months a Round
* DungeonsAndDragons (and D20 system games in general) - 6 seconds a combat Round subdivided into specific action types in newer editions; 1 minute a combat Round and 10 minutes a noncombat Round in older editions.

to:

* {{Diplomacy}} - 6 months a Round
round
* DungeonsAndDragons (and D20 system games in general) - 6 seconds a combat Round subdivided into specific action types in newer editions; 1 minute a combat Round round and 10 minutes a noncombat Round round in older editions.
Is there an issue? Send a MessageReason:
Tyop.


* {{GURPS}}. The developers eventually realized that this has a few problems when trying to emulate action-movie realism with rubbery time, so ''Action'' supplement uses Turn by Turn, with the length of a turn defined as "the time needed to do something cool". It even includes a rule that if a bomb was ticking, then the remaining time is [[MagicalCountdown reduced by a random amount]], regardless of the chase scene length for this!

to:

* {{GURPS}}. The developers eventually realized that this has a few problems when trying to emulate action-movie realism with rubbery time, so ''Action'' supplement uses Turn by Turn, with the length of a turn defined as "the time needed to do something cool". It even includes a rule that if a bomb was ticking, then the remaining time is [[MagicalCountdown [[MagicCountdown reduced by a random amount]], regardless of the chase scene length for this!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Most {{Roguelike}}s
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Some comicbook (but not only) RPGs have turns based on 'panels' - that is, each hero has one panel in which he can make any action normally able to be depicted in a comicbook panel. Seventh Sea bases this on your charisma - the more handsome and cooler the hero is, the more often the 'camera' focuses on him.
Is there an issue? Send a MessageReason:
None


* ''Sword’s Path Glory'' by Leading Edge Games had turns that lasted ''1/12 of a second''.

to:

* ''Sword’s Path Glory'' by Leading Edge Games was a tabletop game had turns that lasted ''1/12 of a second''.

Changed: 21

Removed: 70

Is there an issue? Send a MessageReason:
None


* {{GURPS}}. The developers eventually realized that this has a few problems when trying to emulate action-movie realism with rubbery time, so ''Action'' supplement uses Turn by Turn, with the length of a turn defined as "the time needed to do something cool". It even includes a rule that if a bomb was ticking, then the remaining time is reduced by a random amount, regardless of the chase scene length for this!

to:

* {{GURPS}}. The developers eventually realized that this has a few problems when trying to emulate action-movie realism with rubbery time, so ''Action'' supplement uses Turn by Turn, with the length of a turn defined as "the time needed to do something cool". It even includes a rule that if a bomb was ticking, then the remaining time is [[MagicalCountdown reduced by a random amount, amount]], regardless of the chase scene length for this!



----
<<|TabletopGames|>>
<<|VideogameTropes|>>
<<|SortingAlgorithmOfTropes|>>

to:

----
<<|TabletopGames|>>
<<|VideogameTropes|>>
<<|SortingAlgorithmOfTropes|>>
----
Is there an issue? Send a MessageReason:
None


* ''KnightsOfTheDinnerTable'' has Brian and Weird Pete as the last participants in a long running war game based on World War 2. They meet once a month with each one carrying out a single turn which takes hours to complete. Though almost certain, the two players involved are a factor.

to:

* ''KnightsOfTheDinnerTable'' has Brian and Weird Pete as the last participants in a long running war game based on World War 2.1. They meet once a month with each one carrying out a single turn which takes hours to complete. Though almost certain, the two players involved are a factor.
Is there an issue? Send a MessageReason:
Clarifying the reason behind the rule in GURPS Action. Also noting a reference to a (non-categorized) movie trope.


* {{GURPS}}. The developers eventually realized that this has a few problems. The ''Action'' supplement uses Turn by Turn, with the length of a turn defined as "the time needed to do something cool".

to:

* {{GURPS}}. The developers eventually realized that this has a few problems. The problems when trying to emulate action-movie realism with rubbery time, so ''Action'' supplement uses Turn by Turn, with the length of a turn defined as "the time needed to do something cool".cool". It even includes a rule that if a bomb was ticking, then the remaining time is reduced by a random amount, regardless of the chase scene length for this!
Is there an issue? Send a MessageReason:
None


* {{Civilization}} – In the beginning, each round simulates up to 100 years, but he amount of time spent during each round lessens as the game continues, presumably to keep it realistic. It would be crazy if it took the same amount of time for a stone age civilization to create a barracks as a modern one.

to:

* {{Civilization}} – - In the beginning, each round simulates up to 100 years, but he the amount of time spent during each round lessens as the game continues, presumably to keep it realistic. It would be crazy if it took the same amount of time for a stone age civilization to create a barracks as a modern one.



* SidMeiersAlphaCentauri – 1 year a Round

to:

* SidMeiersAlphaCentauri – - 1 year a Round

Top