Vampire Time Scale MU
-
Had an idea, I'm not going to execute on it.
Vampire game set in 1920. It runs for a year then goes to soft RP for two weeks to retool.
After the retooling, the year is 1930. The game runs for a year, then goes to soft RP for two weeks to retool...
-
@Sponge said:
Had an idea, I'm not going to execute on it.
Vampire game set in 1920. It runs for a year then goes to soft RP for two weeks to retool.
After the retooling, the year is 1930. The game runs for a year, then goes to soft RP for two weeks to retool...
I've had this idea before, but the transition was a lot longer. You pick an Ancient time. Maybe Rome. Play for a year. Then you transition over to the Middle Ages. Then to the time of the Inquisition. Renaissance. Victorian Era/Wild West. 1920s. 1960s. Today... the FUTURE.
-
@Coin said:
@Sponge said:
Had an idea, I'm not going to execute on it.
Vampire game set in 1920. It runs for a year then goes to soft RP for two weeks to retool.
After the retooling, the year is 1930. The game runs for a year, then goes to soft RP for two weeks to retool...
I've had this idea before, but the transition was a lot longer. You pick an Ancient time. Maybe Rome. Play for a year. Then you transition over to the Middle Ages. Then to the time of the Inquisition. Renaissance. Victorian Era/Wild West. 1920s. 1960s. Today... the FUTURE.
I kind of like this idea. I would play on something like that. But start in Egypt.
-
This is a pretty cool idea, I agree. Not sure on the specific example mentioned, I definitely do like the idea of maybe skipping 50-100 years a pop or just to specific eras in time. For me at least as someone in the not-yet-30 club, there's not enough of a difference in 1920-30-40-50-60-70-80-90 to make me interested in putting in the effort to research every decade to make sure I "fit".
-
@Tempest
I could see it being difficult on a MU, because skipping 100 years with the same characters and such? That'd be difficult for many people go grok onto, particularly in light of how most MU*s handle time, and most MUs handle character socialization.100 years is significant time, even for an immortal monster like a vampire, and there could/would be significant changes to a character that players may not be able to make up on the fly.
I've played in a similar concept in tabletop which worked, but I think it worked because we had a lot of reason to stay in the same area/stay in contact with each other for the first few timeskips, and the ST went over in depth with us a lot of what we did between the timeskips.
If you could give that kind of necessary attention to every player, I think it would work. Otherwise you'll end up with people who just bring the same exact character forward (which I guess can be doable with vampire stagnation, but is not really fun), continuing as if nothing really happened.
-
It would need to be a small game.
Another idea I had was for a comic book MU that did the same thing.
e.g. Start with Year One. Superman. Wonder Woman. Batman. Hal Jordan. Barry Allen. Etc. Start them young; mid twenties.
Play for six months to a year.
Skip ahead three to five years:
e.g. Superman (now with Supergirl). Wonder Woman (now with Wonder Girl). Batman (Dick is Robin), Hal Jordan's been gone a bit from Earth, John Stewart (or Guy Gardner) is the Green Lantern of the sector. Wally West is Kid Flash. End it with something important, Doomsday, Knightfall, etc. (maybe not specifically these, but that sort of thing).
Play for six months to a year.
Skip ahead three to five years: Superman has been cloned (Superboy is running around), Wonder Girl is Cassie Sandsmark now, and Jason Todd is either Robin or has become the Red Hood and Tim Drake is Robin--Teen Titans are an established thing...
You see where I'm going. And that's just DC examples.
e.g. Superman
-
@Coin I'd play the hell out of this.
-
@Silver, I wouldn't invite you because you're a horrible person and I hate you, as has been previously declared elsethread.
-
@Coin I don't understand what you are trying to say.
-
@Silver DIAF.
-
-
I'd find it more useful to look ahead to either societal changes and events that would affect the vampires, or major intrigues coming to critical moments and fallouts, and play through those periods basically jumping ahead to the next big thing. I think the apporahc would be someone like that Victorian game where you stated the season, and things could be RP'd freely as anytime in that season, until it passed. Instead of moving to the next calendar season every time, you might move to the build up of the critical thing, the big crisis time, and perhaps a denouement, then start thinking about what the next big important time is while doing downtime handling of whatever needs to be tracked as interesting across time.