@SG said in Space Games and Travel Time? Why? Why Not?:
Anyways, design a setting with this in mind, I guess.
I quoted because this is a good springboard into my thoughts about it.
Most games with huge settings compromise by doing this by offering a central hub location that's equally accessible to all factions/nations/whatever, to make it easy/logical for people to congregate, and then having 'everywhere else' available on the side. The game I'm working on at a snail's pace does this, because the setting is Absolutely Gigantic.
I could choose to limit the setting to strictly that space station hub, sure. @faraday chose a very concentrated setting for BSG:U and that degree of purity in setting works very well for how she wanted her game to work. For the kind of game I want to make, there are aspects of Space Opera as a genre that bring a lot to the table for RP, though, even if it makes the question of travel time something you then have to consider.
It's a grand, over-the-top genre, and invites plots that are both of those things. If I want players who feel free to flex their storytelling itches, a game where I can say 'yes' to people who ask me about a plot they want to run more often than I say 'no' out of a need to safeguard my theme, it's a GREAT genre. Space being absolutely gigantic means there's room for a lot of stuff to be happening at once without necessarily ruining anybody else's day in the process, no matter how many explosions you want your plot to involve. You can break the setting, but it's harder to do because even something as shockingly serious as destroying an entire planet doesn't have to be game-breaking anymore.
It does mean there need to be some clear lines to describe the boundaries of the theme, to avoid it becoming a sandbox with no cohesion at all, if you want a cohesive game.
As some others have mentioned previously, worrying about travel time only matters if your game has elements of intrigue or pvp. Mine is intended to, so it's relevant. There's no cut-and-dry solution, because:
@Arkandel said in Space Games and Travel Time? Why? Why Not?:
It's the same thing for sci-fi. There shouldn't need to be artificial barriers keeping you to a certain geographical location - just the reasonable OOC obligation to be a responsible player who contributes to the MU*.
Putting hard rules on travel time doesn't appeal to me. I like flexibility to accommodate players and like at least one person in the thread has already said, removing barriers to people actually getting RP is hugely important. It means being willing to accept that some people will probably push the envelope. If you have a big enough game (I should be so lucky!), you're never going to be able to keep track of where everyone is and what they're doing. You can put people on the honor system, but how well that works depends entirely on your players. I do think that players running plots in which the presence (or absence) of individuals matters are likely to report problematic time-travel behavior, though, so it's probably not a huuuuuge worry, as long as you establish that you expect people to be reasonable about not being everywhere at once.
I think RL:IC time compression can be a good partial answer, depending on just how much travel time you need. I've been on games with a 1:2 compression ratio -- one RL day being 2 IC days -- and that was hugely useful. It gave players the ability to backdate things easily enough, or slot them in one day ahead if they were indisposed IC, but still needed to get something in.
I've thought recently that experimenting with extending that window might be interesting. What if one RL week is one IC week, but a player gets to RP those days however they like in each window, like the proverbial stretchy rubber sheet of time? It would put characters on different days within their given weeks, but that may not actually be any more problematic than leaving them to fudge things a bit in the name of getting RP in, and it would make people think about how they wanted to spend their time.
It's still more regulation than I personally care to do, and probably won't, but I think about these things a lot now.