Timing and Consequences
In this post I will be explaining the current (and hopefully final) build of the Timer and the consequences that follow if you fail to beat a dungeon or quest before it runs out. With this out of the way, I can finally finish polishing up the rulebook, and move on to the endgame work on the project.
The Timer is as such. It isn’t an actual ‘timer’, as in literal seconds and minutes that count down. Rather, it’s more of a representation of time passing than a more literal version. The Timer is a circle divided into a certain number of sections. The easier the Quest, the more sections on the clock. The harder the Quest, the less sections on the clock. Certain actions cause a chuck of the Timer to be filled in, indicating that a certain amount of the available time has passed.
There are currently three main ‘actions’ that cause a chunk of the Timer to fill up.
- Taking a rest to heal and recover mana.
- Taking too long to solve a puzzle (and I mean like… way too long, anyone who’s played DnD knows what I mean by this).
- Taking too long in battle.
Taking a rest is very self-explanatory. You take some time in-game, probably at least like an hour, to rest and recover. It makes sense that it would take up a little bit of the timer, but if the party is in really bad shape, it would likely be worth it.
Sometimes puzzles take a long time. Sometimes the party needs some incentive to rub their collective two brain cells together to make just the tiniest spark of an idea. This part of the Timer is for that. Think critically, get the puzzle solves, and don’t be stupid. Typically, the judge for how long is too long when it comes to puzzles is ultimately left up to the Storyteller. Some people might like the puzzles, some people might hate it. It can vary game to game.
Taking too long in battle is just an incentive to not lollygag or mess around. Currently, a chunk of the Timer is taken up for every 10 full rounds of combat (meaning every party member and enemy has acted at least 10 times each). This number could change depending on how many players are in the party or how difficult the encounter is, but the common base number is 10.
There is a new system I’ve implemented into the game that is heavily affected by the Timer. This is the Reputation (or Renown) Stat. Depending on which way a Quest goes, the party’s Reputation will either go up or down.
Reputation is represented on a convenient scale that goes from -10 to 10, with party’s typically starting at 0. Most areas (and sometimes people) have different Reputation levels with the party, depending on how the party has accomplished or failed things in the area. Think of it like how in Skyrim you can have different bounties in different Holds. Some of them are really okay with you, while some of them hate your guts.
Here is a table with the general build of the Reputation scale.
|-10||The lowest a Reputation can be. The party is despised by an area, and likely to be ignored, arrested, or attacked on sight.|
|-7||The area is angry with or afraid of the party and will try to keep them away.|
|-5||The area doesn’t really like the party, and they definitely don’t trust them.|
|-3||Many people in the area do not like or trust the party.|
|0||When Reputation is at 0, the area will be neutral towards the party.|
|3||Many people in the area like the party and trust them with small tasks.|
|5||The area likes the party and trusts them with important tasks.|
|7||The area fully trusts the party and looks to them for leadership and protection.|
|10||The highest a Reputation can be. The party are the glowing heroes of the area and are treated as such.|
Other Possible Consequences
Other things could happen to the party if the Quest is not completed in time, although their inclusion is typically up to the Storyteller. These are typically more character-specific than the Reputation stat.
One of these could be the loss of an important item or weapon. Maybe it was left in the dungeon before it collapsed, or it broke while they the party was fighting the boss. Either way, something that is important (but not vital) can be taken away as a consequence of failure. Another could be things that affect the characters physically, like scars or permanent injuries, or affect them ‘mentally’, such as a sort of debuff or a stat decrease.
Things I’m Working On
- Finishing up polishing the rulebook.
- Art for the game pieces. Will soon be posting a progress-log on how some of the enemy art is made.
- Building the test quest for new players (basic town, basic dungeon, basic enemies, basic NPCs, etc.)