New NESes, ideas, development, etc

If the number of times an agent can go back in time is unlimited and largely unbounded, no, they don't need to understand the new history—they're unlikely to ever even be in the same time as one another except right before trying to eliminate one another. It behooves all the players to constantly be mucking about with one another and/or time until they are finally in a position to kill another peer, not for any substantial number of them to exist in one time. In this way, it does become a singleplayer-focused multiplayer game, and you're having to deal with multiple, possibly contradictory times at once. Your players are far too scattered in time to meaningfully interact much.

So you have to largely lock them into one time, and you need to limit how much they can alter. This inherently suggests 1 or 3, leaning towards 3, due to hard limits on how often they go back per unit time. But even then you run into this narrative problem; Let's say it's Update 5. Player 1 goes back 4 updates, Player 2 goes back 3, Player 3 goes back 2... how does that all interact? Do you play it in "sequence"? Write Player 1's part of the update first, show it to Player 2, write his, show both to Player 3? You're again constrained by the fact not all of them are likely to be operating in the same time. (And if there are no paradoxes, then their actions don't matter, because they can't change the future (which is what causes the paradoxes); they're merely acting out doing something they've "always done." In which case what's the point of time-travelling anyway?)

I would say the entire idea of a time-travel game is kind of terrible and an administrative nightmare, but if you had to run it, I'd say there are two big options:

A. Some kind of time machine the players fight for access to, which only takes one back to alter the timeline (for some brief period of time, like a day); all the others that failed to access it get shunted into this new timeline and can again fight for access to this machine, to make their own alterations, repeat ad infinitum. This makes the new history "matter" vis-a-vis their survival, keeps them all in the same timeframe, and simplifies administration.

B. Whenever one of them goes back to a time, they all go back to that time (how you resolve who gets to choose is an open question) for some time period (again, say for a day) and get to alter things, before being sent back to when they "left" which has been altered by all their actions. This again makes the new history "matter," since they'll be in it at least some of the time, keeps them all in the same timeframe, and again simplifies administration.
 
A lot of people asked for a Time-Travel NES. Wouldn't it be a bad silly of me not to give it to them?

The way I do it in my game as is that Updates cover not Time but Meta-Time. Each Update thus summarises the Meta-time changes a player has. I can then summarise the changes across the timeline.
 
A lot of people want a lot of things.

You can do whatever you want, it's just if you're giving players a lot of freedom to do whatever then keeping track of all of it and collating it into something coherent's going to be Herculean and confusing in a way a normal NES doesn't remotely rival. If you think you can do that and want to, then sure, do it.
 
On reflection, I think I have a point about what you're saying. If I could do this over again, I'd probably implement some or all of your suggestions. However, it's too late now. I've given my word.
 
NWAG, if you need to rethink a NES, now is the very best time to do so. It is better to make a functional NES from the beginning, than to run an impossibly complex NES that collapses after a few updates.
 
You should simplify the concept. Right now you have time-traveling aliens manipulating the Earth from behind the scenes. Throw out the time travel, just have a bunch of aliens infiltrating the Earth in the 1950s. Done.

Failing that, sit down and observe some more.
 
I am not going to throw out the time travel no matter what. That's the only truely interesting thing about the concept, to which the rest is window-dressing.
 
By the way, you did bring up the possibility of running this as a Story NES, and I haven't yet taken the time to give some advice on the subject. I've run several: Nesopolis, SteamNES, GalaxyNES, and KaijuNES are the four stat-free NESes that I've run (and yes, I intend to resume KaijuNES once I get back to Vancouver). The most important thing is to have a handful of players who are really invested in your idea. By invested, I don't mean that they just think the idea is cool. I mean that they have to want to actively participate, to interact with other players, and to take an active hand in developing your setting. They have to be willing and eager to invest time into your idea.

That's the first, and most important ingredient. Of course, story NESes are a two-way street. Your players have to participate, and it's up to you to structure the setting around their actions. If your players aren't doing anything, it falls to you to do something to give them motivation, to force them into a plot arc. On the other hand, you also have to be a mediator between players, and sometimes, you need to tell a player to stop doing something. This is a very difficult thing to do, because you are rightly very appreciative of the time they're putting into the NES- however, sometimes player effort is misplaced, or actively harms a NES. Story NESes are particularly vulnerable to this, due to their rather fluid and 'up in the air' nature. It's harder to simply punish a player for their actions by doing something to their stats.

At any rate, if a player is being harmful to your NES, or doing something that is breaking immersion or worsening the story for everyone else, you will need to rein in their activities.

If you've got any questions or are looking for advice, then I'll do my best to provide it.
 
Should all things go as planned and no disruptions occur, SKNES III will be launched by the end of January.

Excellent. Gonna launch a pre-thread so we can start claiming nations and stuff?
 
Somebody should do a WWI NES since the war started 100 years ago.
 
I'll launch a pre-thread definitely, but it's unfortunately not the map I posted earlier, it's something else that I feel will be just as, if not more interesting. I'll still do something with that map, but not until later. Maybe SKNES IV

WWI storynes would be cool.
 
I'll launch a pre-thread definitely, but it's unfortunately not the map I posted earlier, it's something else that I feel will be just as, if not more interesting. I'll still do something with that map, but not until later. Maybe SKNES IV

Let's see this new map, eh.
 
Somebody should do a WWI NES since the war started 100 years ago.
I promise to troll the living bejeezus out of any NES set during my time period specialty.
 
Oops. Wrong thread.

BTW, however, any other suggestions for possible Story NESes? I have an idea for a Light Neo-Time Travel NES. How does that sound?
 
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