Erfworld time, how does it work?

Speculation, discoveries, complaints, accusations, praise, and all other Erfworld discussion.

Re: Erfworld time, how does it work?

Postby Sieggy » Mon Dec 24, 2012 10:54 am

Time in Erfworld is governed by the Theory of Really Special Relativity . . .
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Re: Erfworld time, how does it work?

Postby drachefly » Mon Dec 24, 2012 10:03 pm

I think more like it's governed by the Grand Marshal theory of Relativity.
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Re: Erfworld time, how does it work?

Postby Housellama » Sun Dec 30, 2012 6:17 pm

Sieggy wrote:Time in Erfworld is governed by the Theory of Really Special Relativity . . .

Heh. Reminds me of a joke. If it's crazy and it doesn't work, then it's crazy. If it's crazy and it does work, then it's not crazy.
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Re: Erfworld time, how does it work?

Postby tgriff02 » Tue Jan 08, 2013 6:00 pm

Hmmmmmm, let's just throw in a REAL curveball. How is time progressing for other sides far away from the current GK/RCC2 conflict? Time is relative, and it seems that the hex you are in sorts out the passage of time based on the events that occured in that hex, and sometimes the surrounding hexes that you are aware of and have observed, based on a complex mechanical system that progresses the Turn in such a way that a Turn is the equivilant of a Day, and yet one can accomplish more in a single Turn of Erf than could be accomplished in many Stupidworld years. So, for a side thousands of hexes away, that is completely unaware of, and not observing, the events of this war; how much time has this conflict taken for THEM? :twisted: ;) :lol:
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Re: Erfworld time, how does it work?

Postby ftl » Tue Jan 08, 2013 7:27 pm

A number of days equal to however many turns have passed.

A side far away doesn't see anything weird going on...
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Re: Erfworld time, how does it work?

Postby tgriff02 » Tue Jan 08, 2013 11:13 pm

Are you sure? Since they wouldn't be directly involved in the conflcit do we know for a FACT that they share the same turns?
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Re: Erfworld time, how does it work?

Postby bladestorm » Wed Jan 09, 2013 12:10 am

tgriff02 wrote:Are you sure? Since they wouldn't be directly involved in the conflict do we know for a FACT that they share the same turns?

Because time and turns are independent. Turns remains the same, while the time within those turns varies depending upon the Side and their actions. Sides not involved in the conflict view time as the passing of a normal turn, much the same as how Parson viewed a day while he was doing his rounds through GK city. How Ansom viewed those same turns was much different, since he entered realtime combat during the engagements. Regardless of how much time appeared to pass during the realtime sessions, it still was encapsulated within a Turn.

And if you are looking for FACTs, we don't even know for a FACT that there are any other sides in existence that weren't involved in this conflict.
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Re: Erfworld time, how does it work?

Postby Boondoggle » Sat Jan 12, 2013 4:57 am

What we (think we) know:

Units interact directly in real time.
Units experience passage of time during the turns of other sides, even if they aren't directly interacting with other sides during that time.
Units on a side seem to share similar passage of time, even if they aren't interacting. (For example, Parson & Wanda hurrying to do whatever it was they were doing when Stanley left with his dwagons during TBFGK for fear of Stanley ending the turn.)

To me, this implies sides that somehow interact on a given day share a common passage of time. If sides don't interact, their relative passage of time doesn't seem to matter, so long as every side experiences an equal number of turns (ie, 1/day, and no Brigadoon/faery-kingdom business).

I also suspect that if there was some sort of strange temporal phenomena happening, Rob would have dropped hints by now. So far, the only thing that comes to mind dealing with the perception of time was Sizemore studying flowerpower in the Magic Kingdom, and I'm pretty certain that's an allusion to smoking pot.
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Re: Erfworld time, how does it work?

Postby Lamech » Sat Jan 12, 2013 10:44 am

I realized something interesting about Erfworld time. If two sides don't interact they have their turn at the same time.

Now consider this, Side 1 ends turn in hex A, while Side 2 passes through hex A. Side 2 goes second. If they have an engagement or not is totally dependent on if they go at the same time or not. If they go at the same time no engagement. Or they can take their turns in succession and cause an engagement. Pretty cool huh?
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Re: Erfworld time, how does it work?

Postby bladestorm » Sat Jan 12, 2013 7:22 pm

Lamech wrote:I realized something interesting about Erfworld time. If two sides don't interact they have their turn at the same time.

Now consider this, Side 1 ends turn in hex A, while Side 2 passes through hex A. Side 2 goes second. If they have an engagement or not is totally dependent on if they go at the same time or not. If they go at the same time no engagement. Or they can take their turns in succession and cause an engagement. Pretty cool huh?

There's an overlap on that hex of two sides. Predictamancy and/or Fate steps in and turn order is applied. Side 2 will see dawn and not have their turn immediately, since Side 1 has to get to that hex and end turn. Jillian started in a hex, but had to wait until the High Elves came through before they received their move and could leave the hex. There was no conflict, but there was interaction. Probably the same thing when she met the three Archons. They probably had ended turn in that hex, and would have continued on their merry way once turn started and they had more move, but Jillian showed up and was out of move in that same hex.
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