[quote=MCJohnnyQuest][quote=Hanon Ondricek]
FB have warned that refreshes should be used sparingly in normal play as they don’t want people to play for unlimited turns. This moderates server use, and if they detect a game with inordinate activity they reserve the right to take steps.[/quote]
I’m assuming a once-daily action refresh that gives you 10 actions on top of your regular 10 actions won’t be a problem, since just giving players 20 actions all the time is an option built right into the system.
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Well, yes, that’s probably fine…but if you only are allowing ten actions at a time, the bank is going to refresh on its own pretty quickly unless you’ve set the refresh rate to a really long period of time. Giving someone a once-per-day refresh might be superfluous. In Fallen London, I get a candle of ten actions that refreshes one every 7-10 minutes. So I can play a full hand of actions and come back an hour and a half later and play another round. There’s no reason you couldn’t do this anyway if you really want…and I guess since the living story emails or twitters the player that they have new actions you’re keeping the game fresh in their mind by doing so. Depending on how long and engaging your game is, I might get weary of the game pinging me every day or every other day and end up muting the world if it did that all the time after I was done playing.
Personally I think ten actions per day on a game that isn’t FL is a bit spare, especially if your narrative has any sort of continuous thrust and doesn’t go for a similar “fires in the desert” approach. My experience with user created games is that if they have a really short action bank and don’t get-up-and-go in some way in that first round of play I’m not coming back for a second round. But I’m picky. I didn’t even like Fallen London for this reason for the longest time, and they are doing it as well as it can be done.
Some games do remedy this by refreshing you at the beginning till you get through the prologue, but I think you need very skillfully written content to play in such tiny bursts. If I’m in the middle of a story beat and I run out of turns, the cliffhanger is going to frustrate me rather than entice me. I’m of course not suggesting your content isn’t skillfully written, but that’s just my experience - if I only get ten turns at a time, and I’m not coming back for a day, I want a complete story beat on every single card. That may be what you’re intending, but I’m the complete opposite - My game is cards ahoy and you couldn’t manage to open your eyes and step out of bed within ten turns, so take this with all requisite grains of salt.
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It’s up to you and your game. I’ve had decks with one card. I tend to create qualities that represent regions…such as “indoors” “in the cave” so I can limit the “Flock of bats attack” to multiple cave areas and “The sun beats down on your forehead” for outdoors.[/quote]
Okay, sure, but that doesn’t really help me figure out how many cards I need to add to a deck to try and alleviate the feeling of grind. Obviously that’s going to vary based on how long a player is expected to spend in one location, so the answer is probably going to be some kind of ratio of actions players are expected to take in an area to cards provided in that area’s deck.[/quote]
Well, it’s hard to answer your question because all games are designed differently. It depends on what you want the player to accomplish on any given storylet. You could write a perfectly brilliant game in one area with only ten cards with lots of branch manipulation. Cabinet Noir is an entire game with only 60 cards in total. Many games will use only one card for their prologue and make the character keep drawing it and changing it. A different creator could do the same with ten different cards. I will say my only real personal expectation for games where I’m not in a prologue and not in a special situation is that when I draw to a blank hand I should get three cards. I am also disappointed when drawing multiple times always gets me the same three cards (once again, without good reason.)
I apologize if it seems Richard and I are both being pedantic, but it’s the same thing when writers ask “How long should my story be?” The answer is always “As long as it takes to get to the end.”