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	<title>Comments on: Ask Dr Weblog</title>
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	<link>http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/</link>
	<description>The Dream Caf&#233; Weblog</description>
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		<title>By: John Dallman</title>
		<link>http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/comment-page-1/#comment-1765</link>
		<dc:creator>John Dallman</dc:creator>
		<pubDate>Tue, 08 Jul 2008 16:44:20 +0000</pubDate>
		<guid isPermaLink="false">http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/#comment-1765</guid>
		<description>I try to separate rules systems&#039; terms for the divisions of time, which are usually short times in combat (round, turn, phase, segment, strike rank, et al) from terminology to describe the long-term structure of a game. 

I&#039;ve used &quot;meta-campaign&quot; to talk about the collective history of a number of GMs with connected settings, which can span years; the games I was playing over last weekend are still in the same meta-campaign as ones that were played in 1977, although a good deal has changed. 

Several people use &quot;Arc&quot;, lifted from television series nomenclature, with much the same meaning, for a long series of sessions that has an overarching plot or theme. The thing that provides a arc boundary generally the GM wanting to take a break and let someone else run a regular session.</description>
		<content:encoded><![CDATA[<p>I try to separate rules systems&#8217; terms for the divisions of time, which are usually short times in combat (round, turn, phase, segment, strike rank, et al) from terminology to describe the long-term structure of a game. </p>
<p>I&#8217;ve used &#8220;meta-campaign&#8221; to talk about the collective history of a number of GMs with connected settings, which can span years; the games I was playing over last weekend are still in the same meta-campaign as ones that were played in 1977, although a good deal has changed. </p>
<p>Several people use &#8220;Arc&#8221;, lifted from television series nomenclature, with much the same meaning, for a long series of sessions that has an overarching plot or theme. The thing that provides a arc boundary generally the GM wanting to take a break and let someone else run a regular session.</p>
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		<title>By: Erik</title>
		<link>http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/comment-page-1/#comment-1698</link>
		<dc:creator>Erik</dc:creator>
		<pubDate>Fri, 27 Jun 2008 23:11:16 +0000</pubDate>
		<guid isPermaLink="false">http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/#comment-1698</guid>
		<description>Our group plays Ars Magica, where the overall level is called a &quot;saga&quot;.  Ars Magica is also unusual in that experience is not awarded for individual encounters but per season of game time, and role-playing is rewarded while action is not (unless it&#039;s properly in character).   We have multiple internal storylines, explicit scenes, and the game-canonical format is troupe-style roleplay, where each player has multiple characters who are generally not on stage at the same time and who play off each other in subsets in a given scene.  If a player has 2 characters on at a time, someone else usually takes over one of the roles. &quot;Sessions&quot; are just how long we end up playing on any given day. 

Internal game times are measured in normal calendar units, while spells are measured in moons, suns (sunrise to sunset, 2 per day), and diameters (the time it takes for the sun to move one solar diameter across the sky, about 2 minutes).  Combat rounds are a necessary evil at the bottom level to keep the sword-swingers straight.

So far, we&#039;ve been going for 16 game years over 3 player years, and we tend to &quot;pulse&quot; - one session may cover a year with only 5-6 roleplayed scenes, while on other occasions a single day&#039;s events may take one or more full sessions. 

In games, time is very much what you make it.</description>
		<content:encoded><![CDATA[<p>Our group plays Ars Magica, where the overall level is called a &#8220;saga&#8221;.  Ars Magica is also unusual in that experience is not awarded for individual encounters but per season of game time, and role-playing is rewarded while action is not (unless it&#8217;s properly in character).   We have multiple internal storylines, explicit scenes, and the game-canonical format is troupe-style roleplay, where each player has multiple characters who are generally not on stage at the same time and who play off each other in subsets in a given scene.  If a player has 2 characters on at a time, someone else usually takes over one of the roles. &#8220;Sessions&#8221; are just how long we end up playing on any given day. </p>
<p>Internal game times are measured in normal calendar units, while spells are measured in moons, suns (sunrise to sunset, 2 per day), and diameters (the time it takes for the sun to move one solar diameter across the sky, about 2 minutes).  Combat rounds are a necessary evil at the bottom level to keep the sword-swingers straight.</p>
<p>So far, we&#8217;ve been going for 16 game years over 3 player years, and we tend to &#8220;pulse&#8221; &#8211; one session may cover a year with only 5-6 roleplayed scenes, while on other occasions a single day&#8217;s events may take one or more full sessions. </p>
<p>In games, time is very much what you make it.</p>
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		<title>By: GWW</title>
		<link>http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/comment-page-1/#comment-1697</link>
		<dc:creator>GWW</dc:creator>
		<pubDate>Fri, 27 Jun 2008 17:20:53 +0000</pubDate>
		<guid isPermaLink="false">http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/#comment-1697</guid>
		<description>We always called any gathering of gaming a session, regardless of what we were actually doing during that session.

I never really bothered breaking our amorphous evolving beast we called roleplaying down into names.

Don&#039;t get me wrong... when we started characters we always said we were starting a new &quot;campaign&quot;. But said &quot;campaign&quot; didn&#039;t really have a clear set of parameters or rules of ending. 

So we just played every night we could, which was 90% of them... until we got bored or everyone died. Heh. And then we&#039;d start a new campaign.

I think our longest campaign lasted 3 years. And our shorted like 3 minutes. 

Oh to be 20 and sitting in a cinderblock chicken house turned illegal still turned roleplaying den with 4 of your best mates eating pizza and laughing again...</description>
		<content:encoded><![CDATA[<p>We always called any gathering of gaming a session, regardless of what we were actually doing during that session.</p>
<p>I never really bothered breaking our amorphous evolving beast we called roleplaying down into names.</p>
<p>Don&#8217;t get me wrong&#8230; when we started characters we always said we were starting a new &#8220;campaign&#8221;. But said &#8220;campaign&#8221; didn&#8217;t really have a clear set of parameters or rules of ending. </p>
<p>So we just played every night we could, which was 90% of them&#8230; until we got bored or everyone died. Heh. And then we&#8217;d start a new campaign.</p>
<p>I think our longest campaign lasted 3 years. And our shorted like 3 minutes. </p>
<p>Oh to be 20 and sitting in a cinderblock chicken house turned illegal still turned roleplaying den with 4 of your best mates eating pizza and laughing again&#8230;</p>
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		<title>By: Konrad</title>
		<link>http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/comment-page-1/#comment-1696</link>
		<dc:creator>Konrad</dc:creator>
		<pubDate>Thu, 26 Jun 2008 23:01:58 +0000</pubDate>
		<guid isPermaLink="false">http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/#comment-1696</guid>
		<description>The group I gamed with in college just used rounds, sessions, and campaigns.  Since we met at most once a week, the campaigns never got large enough to need further subdivision.

The open source turn-based strategy game (with a fantasy RPG veneer) &lt;a href=&quot;http://www.wesnoth.org/&quot; rel=&quot;nofollow&quot;&gt;Battle for Wesnoth&lt;/a&gt; has &quot;campaigns&quot; divided into &quot;scenarios&quot;.  However, I would reverse the terms, since each &quot;campaign&quot; is a story arc, and each &quot;scenario&quot; has a military objective (survive X turns or kill enemy leader).</description>
		<content:encoded><![CDATA[<p>The group I gamed with in college just used rounds, sessions, and campaigns.  Since we met at most once a week, the campaigns never got large enough to need further subdivision.</p>
<p>The open source turn-based strategy game (with a fantasy RPG veneer) <a href="http://www.wesnoth.org/">Battle for Wesnoth</a> has &#8220;campaigns&#8221; divided into &#8220;scenarios&#8221;.  However, I would reverse the terms, since each &#8220;campaign&#8221; is a story arc, and each &#8220;scenario&#8221; has a military objective (survive X turns or kill enemy leader).</p>
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		<title>By: Dougals</title>
		<link>http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/comment-page-1/#comment-1695</link>
		<dc:creator>Dougals</dc:creator>
		<pubDate>Thu, 26 Jun 2008 22:46:24 +0000</pubDate>
		<guid isPermaLink="false">http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/#comment-1695</guid>
		<description>In a more cinematic game (or one based on a TV series, such as &lt;i&gt;Star Trek&lt;/i&gt;), you could use broadcast-ish terms.

campaign = series
adventure = episode
encounter = scene
major NPCs = guest stars
players = cast or crew

And so on...</description>
		<content:encoded><![CDATA[<p>In a more cinematic game (or one based on a TV series, such as <i>Star Trek</i>), you could use broadcast-ish terms.</p>
<p>campaign = series<br />
adventure = episode<br />
encounter = scene<br />
major NPCs = guest stars<br />
players = cast or crew</p>
<p>And so on&#8230;</p>
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		<title>By: Berni</title>
		<link>http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/comment-page-1/#comment-1691</link>
		<dc:creator>Berni</dc:creator>
		<pubDate>Thu, 26 Jun 2008 18:54:02 +0000</pubDate>
		<guid isPermaLink="false">http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/#comment-1691</guid>
		<description>I have seen the following terms..

Quest - Complete set of tasks associated with completing an objective.
Task - Specific actions to be completed.
Objectives - same as task.</description>
		<content:encoded><![CDATA[<p>I have seen the following terms..</p>
<p>Quest &#8211; Complete set of tasks associated with completing an objective.<br />
Task &#8211; Specific actions to be completed.<br />
Objectives &#8211; same as task.</p>
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		<title>By: Swestrup</title>
		<link>http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/comment-page-1/#comment-1690</link>
		<dc:creator>Swestrup</dc:creator>
		<pubDate>Thu, 26 Jun 2008 18:01:40 +0000</pubDate>
		<guid isPermaLink="false">http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/#comment-1690</guid>
		<description>In our groups, Campaigns often consist of smaller multi-session Adventure&#039;s.

Also, in at least one game I play, Turns are subdivided into both segments and phases. (the first being a time unit, the second being an action unit...)

I&#039;ve also played at least one game in which combat was measured in real-time units. ie, minutes and seconds so that a spell caster, for instance, may actually need to keep track of the fact that they can cast a type 1 spell in 1.45 seconds...</description>
		<content:encoded><![CDATA[<p>In our groups, Campaigns often consist of smaller multi-session Adventure&#8217;s.</p>
<p>Also, in at least one game I play, Turns are subdivided into both segments and phases. (the first being a time unit, the second being an action unit&#8230;)</p>
<p>I&#8217;ve also played at least one game in which combat was measured in real-time units. ie, minutes and seconds so that a spell caster, for instance, may actually need to keep track of the fact that they can cast a type 1 spell in 1.45 seconds&#8230;</p>
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	<item>
		<title>By: Rathgar</title>
		<link>http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/comment-page-1/#comment-1688</link>
		<dc:creator>Rathgar</dc:creator>
		<pubDate>Thu, 26 Jun 2008 15:01:11 +0000</pubDate>
		<guid isPermaLink="false">http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/#comment-1688</guid>
		<description>segment = phase as per Michael@2
adventure ~ chapter
phase for a discrete section of a campaign bound by scope</description>
		<content:encoded><![CDATA[<p>segment = phase as per Michael@2<br />
adventure ~ chapter<br />
phase for a discrete section of a campaign bound by scope</p>
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		<title>By: FungiFromYuggoth</title>
		<link>http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/comment-page-1/#comment-1687</link>
		<dc:creator>FungiFromYuggoth</dc:creator>
		<pubDate>Thu, 26 Jun 2008 14:29:36 +0000</pubDate>
		<guid isPermaLink="false">http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/#comment-1687</guid>
		<description>I think the words for time often depend on what the story metaphor for the game is. Novel? Scenes, chapters, and chronicles.  Television?  Scenes, episodes, arcs.

TORG did a good job of cinematic roleplaying, and it had scenes and acts.  The scenes were divided into standard and dramatic - in a dramatic scene, the odds were stacked against the players.

Choosing your metaphor and structure is a way of narrowing down the kind of story you want to tell, I think.</description>
		<content:encoded><![CDATA[<p>I think the words for time often depend on what the story metaphor for the game is. Novel? Scenes, chapters, and chronicles.  Television?  Scenes, episodes, arcs.</p>
<p>TORG did a good job of cinematic roleplaying, and it had scenes and acts.  The scenes were divided into standard and dramatic &#8211; in a dramatic scene, the odds were stacked against the players.</p>
<p>Choosing your metaphor and structure is a way of narrowing down the kind of story you want to tell, I think.</p>
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		<title>By: Ashley</title>
		<link>http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/comment-page-1/#comment-1686</link>
		<dc:creator>Ashley</dc:creator>
		<pubDate>Thu, 26 Jun 2008 14:28:48 +0000</pubDate>
		<guid isPermaLink="false">http://dreamcafe.com/words/2008/06/26/ask-dr-weblog/#comment-1686</guid>
		<description>My BBS never uses campaign or chronicle. We always refer to finished storylines that have included a definite battle or confrontation as an adventure, while a more character-oriented storyline is a GOOPY EMO ANGST FEST WIT&#039; CHEESE.

But that&#039;s freeform roleplay without dice or dungeons, so it may not be what you&#039;re talking about.</description>
		<content:encoded><![CDATA[<p>My BBS never uses campaign or chronicle. We always refer to finished storylines that have included a definite battle or confrontation as an adventure, while a more character-oriented storyline is a GOOPY EMO ANGST FEST WIT&#8217; CHEESE.</p>
<p>But that&#8217;s freeform roleplay without dice or dungeons, so it may not be what you&#8217;re talking about.</p>
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