@faraday said in World of Darkness -- Alternative Settings:
Lack of care is certainly a problem, no question. I get around that in my FS3 combat games by just flat-out skipping people if they don't pose by the 15-minute turn limit. They can catch-up pose next turn if they like, or just be moving positions/aiming/frozen/whatever for a turn.
I don't think you can compare FS3 and WoD Combat for many reasons. The biggest one is FS3's lack of "initiative"; everyone goes at the same time, and the combat engine takes the pre-set "preferences" indicated by each player (weapon used, target, attack-type, etc.) and finds the results lickety-split. In WoD, each person gets a turn in sequence, and, unless that person is actively engaged, they aren't always going to do this quickly; even if each player took 5 minutes to choose their action, roll for it, and pose, a 6-person combat moves at the glacial speed of 30 minutes per turn.
And no, many people don't just queue this shit up. I do, but that's because I'm awesome.
@lisse24 said in World of Darkness -- Alternative Settings:
I gotta agree with others in that one of BiTN's weeknesses (as much as I loved that game) was it's sandboxiness and reliance on plot. It might be cool to combine the underlying theme with a territory code similar to RfK's to keep play happening and things moving.
A territory/resource management system is going to be cornerstone of whatever I end up doing.