Board Thread:General Discussion/@comment-32311838-20170728212828

So I noticed an issue not too long ago, and was told to bring it here cuz it's a good point. I've been working on a new game idea, and I was thinking "how would time in-game work with time zones if we're not using a real-time system?" The answer is obviously a turn-like system, but that doesn't really work with time IRL, and apparently Hawaiin's proved that... so here's my idea, in a nutshell: don't use turns unless you can keep it fair.

In a game or two, I've noticed that turns aren't working like they should be; for instance, in a game I'd spent a whole day and used all my actions exploring and gathering, heck I even got extra actions cuz I felt "accomplished". At the end of the day, I curled up in my cave by my fire and went to sleep. And then I was killed by someone in their first few actions.

So the "fairness" system of this is broken, if the turns don't represent time like they should, because the idea of an in-game time keeps things fair, even if it takes too long.

The other possible problem is real-time movements only restricted by actions, which means that in-game time is irrelevant, bacause it's always day, or time is fluid. The latter means that if anyone waits for everyone else's turn to end, they're invincible because no one can stop them, because of turn restrictions. That means that if they had enough turns, they could literally murder everyone, if they wished, and they had enough actions to do so.

So what I propose is this: don't use any kind of turn system unless you're prepared with some solution to solve its inadequacies. The game afore mentioned that I'm planning uses it, so hopefully this may serve as a model for how it can be used fairly, but I just urge people to think about this when they plan games in the future. 