Semi-Real Time Tabletop
After a long hiatus (and resolving some RL problems) I'm back at designing my game which has started to collect dust various forms of mad scribbling on paper because I apparently fail at life by not putting it all on a word document. Apologies in advance if this seem a little redundant due to my previous inquiries on the subject matter.
If anyone recalls my previous grumblings about the old “IGOUGO” systems from before you know that I tried to implement an action/reaction mechanic with some mutant form of action points. After many hours of research off and on I'm still not sure if it is possible for a table top game to have the feeling of having actions resolved in real time. Having true real time like on a video game with a tabletop is impossible. So what is the closest way possible you can have that sense that these things are happening almost simultaneously without bogging the game down too much?
Do such systems exist?
I still remember your topics. And I hope that I am not the cause for your absence with my complex explanations. (I felt that way and somehow regret)
Not at all. Life happened and everything was put on hold until things were resolved or at a manageable level. It had nothing to do with your complexity or the scary maths you put into your explanations (math is not my forte after all) it was timing of when the proverbial crap hit the fan on my end of things.
That being said I'm looking forward to working with you and everyone else involved once more. ;)
I've come to the conclusion that no one truly owns a game mechanic and in this day and age it is nigh impossible to be completely original so when I'm coming back to this project I feel compelled to have far less restraint on my concepts than before.
As far as your explanation on decisions and resolutions, I'm looking at it like the cause and effect of the basic game fundamental of making a choice then seeing the results. The only difference the resolution is in real time on a video game versus a tabletop which is left to the fate of your dice rolls, card flip or what have you.
It seems to me most tabletops these days are focused on your choice of army lists instead of actual tactical decisions with some exceptions. I'm against the idea timed forced decisions, the whole real time aspect I was aiming at was your tactical decisions are critical at a action by action basis rather than waiting on long turn intervals of resolving in one big movement. In real time the opponent isn't going to wait around for you to pound them into dust, they're going to make sure you don't succeed. Does this make more sense or did I derp real hard just now?