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[8.1] Abstract GamingPlaying a game in an abstract mode usually relied heavily upon a single Game Master to keep track of things in his/her head or on paper. Because no exact mapping is used, players receive their information about distances and direction from the GM directly. It can be difficult for the GM to keep track of everything, but abstract gaming allows for a more conceptual, flexible atmosphere. There are no rigid movement grids that must be adhered to. Keeping track of distances can be more precise than using a map grid, where range might always be multiples of 5 or 50 meters. In the abstract mode, the difference between running 32 meters per round and running 33 meters per round is distinct and important. An online MUSH environment generally has to use Abstract gaming by default. Most rooms lack any sort of map; the only information available about them is a text description. Even if a map is available, there is almost never a system for keeping track of the location and facing of each character involved. So you have to wing it. Judges are helpful to keep track of movements and settle disputes, but reasonable players can often conduct even the bloodiest of conflicts without them.
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