anyway.



thread: 2009-06-09 : Adequacy, Cause and Effect

On 2009-06-15, Vincent wrote:

Oh! Games with drowning rules, that's interesting. I hadn't thought about those, shows where my head's at.

So in those games, the rule is "if your character is underwater, use the drowning rules. If your character can breathe underwater, though, don't," say? In that case, the ability to breathe underwater removes real-world effects from your character's being underwater, and changes the fictional effects.

It may also leave some real-world effects in play, if the game has tactical underwater movement rates or whatever.

Notice however that without minis most movement rates are in-fiction: "your character can run 3 hexes (that is, 30 fictional feet) per round (that is, in 2 fictional seconds)," for instance. I can't think of a game that uses real-world movement rates without using minis on a board or pawns on a schematic (like Agon and 3:16), but there probably are some.



 

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