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* ''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.

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* ''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, To be sure, the two players involved players' personalities are a factor.factor in why the game ended up running (both in-universe and in-game) much longer than the actual war did.
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* The ''VideoGame/TotalWar'' series (for the turn-based part of the game, anyway). The amount of time per turn varies from game to game; ''VideoGame/RomeTotalWar'' for example has every turn represent 6 months, while ''VideoGame/MedievalIITotalWar'' has turns representing two whole years.

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* The ''VideoGame/TotalWar'' series (for the turn-based part of the game, anyway). The amount of time per turn varies from game to game; ''VideoGame/RomeTotalWar'' for example has every turn represent 6 months, while ''VideoGame/MedievalIITotalWar'' has turns representing two whole years.
years and turns from ''VideoGame/NapoleonTotalWar'' are merely two weeks.
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Charging and recovery do not affect the priority of an attack.


* ''Franchise/{{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.

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* ''Franchise/{{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 use a turn charging up or recovering.



* Some comicbook (but not only) {{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.

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* Some comicbook (but not only) {{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 comic book panel. Seventh Sea bases this on your charisma - the more handsome and cooler the hero is, the more often the 'camera' focuses on him.



Under these systems there is also a distinction between prioritised and non-prioritised. In prioritised the involved parties all act one after another, each finishing everything they are doing before the next person does anything. In non-prioritised every person's actions happen at the exact same time and overlap.

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Under these systems there is also a distinction between prioritised prioritized and non-prioritised. non-prioritized. In prioritised prioritized the involved parties all act one after another, each finishing everything they are doing before the next person does anything. In non-prioritised non-prioritized every person's actions happen at the exact same time and overlap.
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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.

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A choice used extensively by WhiteWolf, Creator/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.
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* ''{{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.

to:

* ''{{Pokemon}}''.''Franchise/{{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.
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* [[IronKingdoms Warmachine and Hordes]].

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* [[IronKingdoms [[TabletopGame/IronKingdoms Warmachine and Hordes]].
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* ''{{Champions}}'' (A segment is one second, 12 segments is a round. A character's SPEED stat is how many times a round they can act, the default speed is 2.)

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* ''{{Champions}}'' ''TabletopGame/{{Champions}}'' (A segment is one second, 12 segments is a round. A character's SPEED stat is how many times a round they can act, the default speed is 2.)
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* ''{{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 "[[RuleOfCool 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!

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* ''{{GURPS}}''.''TabletopGame/{{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 "[[RuleOfCool 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!
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* ''SidMeiersAlphaCentauri'' - 1 year a Round

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* ''SidMeiersAlphaCentauri'' ''VideoGame/SidMeiersAlphaCentauri'' - 1 year a Round

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